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EVOKING MEANING: FROM TANGIBLE OBJECTS TO DIGITAL EXPERIENCE by Lenny C. Salas Moreno A Thesis Submitted to the Faculty of The Dorothy F. Schmidt College of Arts and Letters in Partial Fulfillment of the Requirement for the Degree of Master of Fine Arts Florida Atlantic University Boca Raton, FL May 2013

EVOKING MEANING: FROM TANGIBLE OBJECTS TO

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EVOKING MEANING:

FROM TANGIBLE OBJECTS TO DIGITAL EXPERIENCE

by

Lenny C. Salas Moreno

A Thesis Submitted to the Faculty of

The Dorothy F. Schmidt College of Arts and Letters

in Partial Fulfillment of the Requirement for the Degree of

Master of Fine Arts

Florida Atlantic University

Boca Raton, FL

May 2013

 

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Copyright by Lenny C. Salas Moreno 2013

 

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ACKNOWLEDGEMENTS

I would like to express my deepest gratitude to my husband, Anthony Moreno, for his creative

input, encouragement, and love. I would also like to thank Tere Moreno. Without their support,

I would not have been able to pursue my master’s degree. I would like to thank my thesis

committee for their guidance. I would also like to thank my family for instilling in me the

importance of an education.

 

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ABSTRACT

Author: Lenny C. Salas Moreno

Title: Evoking Meaning: From Tangible Objects to Digital Experience

Institution: Florida Atlantic University

Thesis Advisor: Professor Linda Johnson

Degree: Master of Fine Arts

Year: 2013

The intent of this thesis is to focus on evocative objects to explore what is lost in the

transition from tangible to digital and how personal meaning is altered by digitalization. “We are

witnessing the sudden dematerialization of our arts and entertainment, their transfer from unique

artifacts to universal on-demand screen availability.”1 As we replace objects like photographs,

books and music CDs with intangible digital versions, social and physical experiences get

reconfigured. With more time being spent on-line, there is a growing emphasis on exchanging

digital content and the network of self-projections shared virtually. As we continue towards an

increasing digital environment, understanding emerging socio-cultural practices can provide

insight into new directions for graphic design.

                                                                                                               1 Sven Birkerts, “The Room & the Elephant,” Los Angeles Review of Books, accessed June 7, 2011. http://blog.lareviewofbooks.org/post/6279168625/the-room-and-the-elephant

 

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EVOKING MEANING: FROM TANGIBLE OBJECTS TO DIGITAL EXPERIENCE

List of Figures ................................................................................................................................ vii

Exploration...................................................................................................................................... 1  Introduction ............................................................................................................................. 1  Evocative Objects ................................................................................................................... 2  Evoking Personal Meaning Through Printed Photographs ..................................................... 3  Evoking Personal Meaning Through Books............................................................................ 4  Evoking Personal Meaning Through Recorded Music............................................................ 5  From Tangible to Digital: How Personal Meaning Is Altered by Digitalization ........................ 7  The Complexities of Archiving Evocative Digital Content ..................................................... 10  New Patterns of Networked Sociability Emerge ................................................................... 10  The Blurring of Public and Private Spheres .......................................................................... 12  Graphic Design’s Evolving Practice and How Designers Respond to Digitalization............. 13  Immersive Experience .......................................................................................................... 15  Novel Types of Social Interaction ......................................................................................... 17  Moving Beyond Two-Dimensional Graphic Design............................................................... 17  

Application Process ...................................................................................................................... 19  Solo Exhibition ...................................................................................................................... 19  Flipping Through the Stacks ................................................................................................. 23  Tangible Portraits .................................................................................................................. 25  Hyped Identity ....................................................................................................................... 27  Stories on Paper ................................................................................................................... 28

Conclusion ............................................................................................................................ 32  

Bibliography .................................................................................................................................. 34  

 

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FIGURES

Figure 1. Chris Milk and Arcade Fire, Summer Into Dust, immersive experience .......................16

Figure 2. Arabeschi di Latte, It Takes Two to Tango, interactive performance ...........................17

Figure 3. Sarah Illenberger, Parade, Hermes/Kadewe, retail window display.............................18

Figure 4. Evoking Meaning, thesis exhibition title wall graphics and entry wall graphics .......... 21

Figure 5. Evoking Meaning, close-up pictures of title wall graphics and entry wall graphics ..... 21

Figure 6. Flipping Through the Stacks, video, surrounding objects and wall graphic .................23

Figure 7. Flipping Through the Stacks, video, participatory sticker table and listening station....24

Figure 8. Flipping Through the Stacks, listening station and participatory stickers .....................24

Figure 9. Tangible Portraits, installation ......................................................................................26

Figure 10. Tangible Portraits, viewer interaction ..........................................................................26

Figure 11. Hyped Identity, animation ............................................................................................27

Figure 12. Hyped Identity, animation still frames..........................................................................28

Figure 13. Stories on Paper, viewer interaction............................................................................30

Figure 14. Stories on Paper, e-Book, surrounding objects and wall graphic ................................31

Figure 15. Stories on Paper, e-Book close-ups of three pages ....................................................31

 

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EXPLORATION

Introduction

The relationship between humans and objects has been researched by many disciplines,

including anthropology, philosophy, psychology, product design, and the social sciences.

Influential writers Jean Baudrillard, Pierre Bourdieu, and Ernest Dichter theorized about the

subject. Early research on the human-object relation was through an anthropological approach in

which artifacts were used to learn about past civilizations. After the Industrial Revolution, interest

in studying how people relate to objects grew from a desire to understand the consumer society

we had become. Over the decades, theories have continued to evolve. There are psychoanalytic,

Marxist, and semiotic approaches, among others, that theorize about people’s attachment to

things. Past research shows that people become attached to a large range of objects, from

heirlooms passed down from one generation to another, to objects of sentimental value such as

gifts and souvenirs, to objects people use to evoke memories or support lifestyles.

As a growing number of tangible evocative possessions disappear into the digital realm,

the opportunity arises for new explorations into how society is affected by this digital

transformation. In particular, the scope of this research will focus on three evocative media

objects currently in transition from tangible to digital: books, photographs, and recorded music.

These objects were selected for their mnemonic qualities and for their relation to graphic design. I

will explore how each of these objects is used to evoke personal meaning and how that meaning

is altered by digitalization. This research includes insight from various disciplines, including

different branches of design, the social sciences, and the humanities.

Encouraged by the recent changes in communication technologies, and a consequent renewed interest by the humanities in the material conditions in which visible language

exists, designers have opened a discourse with such disciplines as psychology,

 

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sociology, art, literature, cultural studies, history, materials science and engineering.2

This research stems from a desire to understand what is lost in the transition from tangible to

digital, to discover what value is added, and most importantly, to determine what new social

patterns emerge and how graphic design can create more tactile and emotional experiences in

a pervasive digital environment.

Evocative Objects

Objects surpass their functional objective and become evocative because meaning is

attached to and received through them. In Csikszenthmihalyi and Rochberg-Halton’s research on

person-object transactions for their book The Meaning of Things, they conclude that: “the

significance of things is realized in a process of actively cultivating a world of meanings, which

both reflect and help create the ultimate goals of one’s existence.”3 The tangible objects people

choose to keep as evocative objects are usually linked to the formation of identity because they

are used to express, construct, and maintain a self-concept. From infancy, we learn of the world

around us through the people and use of objects in our environment. For example, in Western

culture, it is a common practice for parents to hang a mobile over an infant’s crib. “Setting a

mobile in motion and seeing it dance at the touch of the fingers might well be the infant’s earliest

experience of selfhood.”4

Objects are also evocative because they are involved in every aspect of life and,

therefore, become part of our daily rituals. Pierre Bourdieu’s observations in Outline of a Theory

of Practice indicate how:

individuals grow up to become with varying degrees typically members of a society. This happens in most cases, not through formal education, but because they are inculcated into the general habits and dispositions of that society through the way they interact in their everyday practices with the order that is already prefigured in the objects they find around them.5

                                                                                                               2 Steven McCarthy and Cristina Melibeu de Almeida, “Self-Authored Graphic Design: A Strategy for Integrative Studies,” Journal of Aesthetic Education 36 (Fall), 2002,110. 3 Mihaly, Csikszentmihalyi and Eugene Rochberg-Halton, The Meaning of Things: Domestic Symbols and the Self. (Cambridge, UK: Cambridge University Press, 1981), 11. 4 Ibid., 90.  5  Daniel Miller, Stuff, (Cambridge, UK: Polity Press, 2010), 134.  

 

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A philosopher and sociologist, Jean Baudrillard also wrote extensively on objects and the social

practices that evolve from their use. In1968, Baudrillard wrote in The System of Objects that

objects fall under different categories of commodities for a consumer society. He referred to

objects whose intended function is abstracted by symbolic meaning as being “marginal objects.”

However, in his later work, Revenge of the Crystal, Baudrillard contradicts his earlier philosophy

and relates the modern object to our understanding of such abstract concepts as time:

[o]bjects not only help us to master the world, by their insertion into instrumental series; they also help us, by their insertion into mental series, to master time, making it discontinuous and organizing it in the same way as habits, submitting it to the very constraints of association which govern the arrangement of space.6

Evoking Personal Meaning Through Printed Photographs

Photography, although initially conceived to aid illustrators in creating more realistic

etched drawings, subsequently revealed itself as a powerful way to evoke human experience and

emotion. Historically, photographs have been of great importance to help preserve images of the

past for future generations. Personal printed photographs have been kept as cherished objects

and, in most households, are considered irreplaceable. In addition, personal photography can be

used as an autobiographical tool because photos freeze frame moments in our lives and help us

take notice of the changes brought on by the passage of time. The difference between the printed

photographs and other tangible evocative objects is that their intended function is not abstracted

by the symbolic meaning they are imbued with. “Photographs belong to that class of objects used

specifically to remember, rather than being objects around which remembrance accrues through

contextual association (although they become this as well).”7

Photographs are considered affective for their mnemonic qualities. Often, the memories

that seem most vivid in our mind are linked to a specific photograph. The printed photograph

gives materiality to memories by making them visible and tangible. The way people choose to

keep and display printed photos is also significant to the way they are used to evoke memory.

                                                                                                               6 Jean Baudrillard, Revenge of the Crystal: Selected Writings on the Modern Object and Its Destiny, 1968-1983. (London, UK: Pluto Press, 1990), 49. 7 Elizabeth Edwards, “Photographs as Objects of Memory” in The Object Reader edited by Fiona Candlin and Raiford Guins, 331-342. (New York, NY: Routledge, 2009) 332.

 

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“Memory making is not something that occurs strictly in isolation, nor is it confined to the inner

workings of the mind. Memories are also given form and managed socially.”8 In the family, there

is usually one person who predominantly takes on the role of home curator, selecting the pictures

that are printed, framed, exhibited, and kept in albums. The pictures that are chosen are usually

the ones that best reflect that person’s ideals of the family and evoke important connections to

others. “The attachment of meaning changes with various stages of taking pictures, identifying

them, ordering them, turning them into a narrative, and remembering them at a larger stage.”9

Another reason printed photographs are an evocative possession is because they transmit the

essence of deceased loved ones. For centuries, printed photographs have been kept in

commemoration of past relatives, creating a link between generations and a larger sense

of family.

Evoking Personal Meaning Through Books

The role of books in society is predominantly for disseminating and preserving

knowledge: “The book, a graphic record of human speech, so manufactured as to be easily

portable and primarily intended to be a vehicle of public communication.”10 The codex was the

first bound multi-page format. Invented in the third century, by the fifth century, the codex had

replaced the previously used papyrus scroll. The codex provided easier readability and better

reproduction. Book formats continued to evolve through time and with technology, from large

format to pocket paperback to today’s audio and e-books. Readers of books have also changed.

Early on, reading was a public event. Very few people were literate; therefore, books were read

aloud by one person in front of a gathered group. Monks were the first to experiment with private

silent reading. By the nineteenth century, the invention of moveable type and the printing press

enabled the mass production of books. As a result, books became more affordable, more people

became literate, and the practice of reading transitioned into private silent reading.

                                                                                                               8 Abigail Sellen and Alex Taylor, “Issue 2–Memory” in Things We’ve Learnt About series, (Redmond, WA: Microsoft Research, Socio-Digital Systems, 2012), 51. 9 Jose van Dijck, Mediated Memories in the Digital Age. (Stanford, CA: Stanford University, 2007),155.  10 Howard W.Winger, “Historical Perspectives on the Role of the Book in Society,” The Library Quarterly 25, no.4, 1955, 293.

 

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Initially, book collecting was for bibliophile societies and scholars who sought the

acquisition of rare books of historical significance. With the popularity of the paperback and more

authors writing about diverse topics, books became personal companions to a larger audience. In

addition to fostering knowledge, serving as source of religious inspiration, and provoking new

ideas, books were increasingly read for leisure. The book as evocative personal object evolved

and many domestic interiors began including areas in the home for displaying and storing of

books. Books accrue meaning and are kept through time as special objects because they

materialize ideals, professional aspirations, or a shaped public persona. As the domestic interior

continued to become a place for self-expression, more people collected books that informed their

identities and lifestyles. Collections that showcase personal interests, values, and academic

accomplishments rest on home bookshelves. “Contemporary book collecting takes place at all

economic levels and can focus on physical form (illuminated manuscripts, miniature books, pop-

up books, atlases, fine bindings, comic books, art books), or subject matter (chess, gardening,

architecture), or genre (fiction, biography, children’s books).”11

Evoking Personal Meaning Through Recorded Music

Throughout history, music has played an important role in society to entertain, unify, and

teach. In recent decades, technological advances have allowed recorded music to have an even

more pervasive presence in everyday life. Recorded music always seems to be present when we

are shopping, eating at restaurants, making our commute, and watching television or films. When

connecting music to the concept of evocative objects, the obvious link is a musician’s attachment

to the instrument he or she plays or the music he or she performs. However, recent research

shows that many people who are not musicians also develop crucial relationships with music. For

some people, recorded music enables memory and serves as a means of relating to others to

form friendships, to regulate mood, and to perform social activities. According to MacDonald,

Hargreaves and Miell, in Musical Identities:

                                                                                                               11 Eric Holzenberg, “Book Collecting,” Universalium Academic Dictionaries and Encyclopedias, accessed 2010, http://www. Universalium.academic.ru/260133/book_collecting

 

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The assertion that we are all musical: that every human being has a biological and social guarantee of musicality is not a vague utopian ideal, but rather a conclusion by increasing number of academic researchers interested in developing our knowledge of the psychological foundations of music listening and performance.12

Some people develop an attachment to a recorded music collection. Music collections

have taken varied forms through the decades, and the way recorded music is consumed is

directly linked to the technology available at the time. People’s bond to the music in their

everyday lives is attached to their active involvement with the equipment used to access it. Such

artifacts as radios, record players, boom boxes, Walkmans, vinyl records, eight-tracks, cassette

tapes, CDs, and—more recently—iPods have all been described as evocative objects of special

value. Music enthusiasts usually begin their music collection during their youth, when identity is

actively being formed. Young people enjoy listening to and collecting music as not only a source

of entertainment but, more importantly, as a way of constructing and expressing their social

identity separate from their parents. According to Csikszentmihalyi and Rochberg-Halton, in The

Meaning of Things:

The process of using objects in identity formation involves two exchanges: from action to contemplation and from self to others. The meaning of a cherished object tends to shift by adulthood from what one can do with it currently to what one has done with it in the past and instead of providing information primarily about the personal self, it now speaks about other people.13

By adulthood, other factors such as education, career, family, and various social roles,

inform social identity. In adulthood, a music collection, in addition to proudly displaying musical

tastes, more importantly attaches itself to memory. Throughout life, a more authentic experience

and relationship with music continues to develop as it is used to form friendships, evoke memory,

and set a mood. Studies have shown that musical tastes are connected to aspects of personality,

the way individuals think, perceive, and remember information. Individuals also use music as a

tool for memory retrieval. In the same manner that photographs, journals, and souvenirs may

trigger past events, a piece of music can help one reminisce about meaningful moments and

people from one’s life.

                                                                                                               12 Raymond R. MacDonald, David J. Hargreaves, and Dorothy Miell, Musical Identities, (Oxford, UK: Oxford University Press, 2002), 15. 13 Csikszentmihalyi and Rochberg-Halton, The Meaning of Things, 100.

 

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A music collection is also evocative by inducing a wide range of moods. Sometimes

music is used to vent such emotions as anger, happiness, and sorrow. Other times music is used

to establish private personal space in public settings, to block out other sounds, for example, on

subways. People also choose music according to the way they feel or hope to feel at a specific

moment or depending on the activity that needs to be performed. Softer music might be chosen

to relax and more upbeat music to exercise. The importance of using music to evoke mood lies in

understanding music as a more powerful force than mere stimulus. Music has powerful effects on

our bodies and our minds, effects that usually go unnoticed. Currently, those reactions are

gaining recognition, and more research is being conducted into the sociological effects of music.

From Tangible to Digital: How Personal Meaning Is Altered by Digitalization

Currently, we are experiencing a shift from objects as conduits of personal meaning to

new ways of negotiating meaning in digital environments. “Digitization, rather than replacing

analog with digital instruments, encompasses everything from redesigning our scientific

paradigms, probing the mind, to readjusting our habitual use of media technologies, and from

redefining our notion of memory all the way to substantially revising our concepts of self and

society.”14 Digital evocative content is experienced and kept differently from evocative tangible

artifacts. Instead of displaying the objects of affection in the privacy of homes, further meaning

is given to personal digital content by the act of publicly sharing it on social networks and

media sites.

Objects accrue value through the meaning attached to them, and digital content gains

value through online interactions with others—for example, through comments, tags, links, and

tweets. A participant in a study for understanding the possession of digital things in the cloud:

[d]escribed the distinction between digital photos on her hard drive and the ‘same’ copies uploaded online: they get comments from my friends and family, and those acknowledgments and stories become part of them. . . I think about the photos on my computer and the ones on my Facebook as different. My (local) photos are me saving

                                                                                                               14 van Dijck, Mediated Memories in the Digital Age, 42.

 

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them for my family, for the future. . . On Facebook, the photos are me and my family and the connections we have with other people through the comments.15

Personal digital content in social networks is a paradoxical phenomenon. On the one

hand, social networks assist in giving significance to digital things. On the other hand, the concept

of possession in the digital realm is elusive. Uploaded content ceases being exclusive because

the purpose of sharing it affords it collective ownership. It is easy to control where tangible objects

reside and to recognize ownership. However, online content can be downloaded, copied, and

appropriated by others and, therefore, exists simultaneously in a plethora of online spaces. The

impossibility of organizing, browsing, or keeping track of one’s massive digital collections further

blurs the sense of digital ownership.

Until recently, photographs only existed in material form. Gazing at a photograph involved

tactile engagement: negatives and prints could be held, wept over, kept in wallets or photo

albums, framed, pinned on walls, and even torn or burned. Although digital pictures have not yet

made printed photos obsolete, they have changed the social practice of keeping and sharing

photos. Anthropologist Barbara Harrison’s field study acknowledges:

a significant shift from personal photography as a tool bound up with memory and commemoration toward pictures as a form of identity formation; cameras are less for the remembrance of family life and more for the affirmation of personhood and personal bonds.16

Books are also undergoing the most radical transformation in their history. With the

emergence of digitalization came the development of e-books and electronic reading devices,

such as the iPad, Kindle, and Nook. An e-reader can hold thousands of e-books. Additionally, 1.5

million digitized books can be read for free on Google Books. No one can deny the advantages

that e-books provide, among them greater portability, less expense, ease of searching for specific

content, and hyper-text that links to additional related content. However, people who cherish the

book as an evocative object are usually also attracted to the materiality of books, the look and

feel of the printed page.

                                                                                                               15 William Odom et al., Lost in Translation: Understanding the Possession of Digital Things in the Cloud, paper presented at the Conference on Computer-Human Interaction Austin, TX, accessed May 5–10, 2012, http://research.microsoft.com/pubs/158029/odom2012.pdf, 4. 16 van Dijck, Mediated Memories in the Digital Age, 113.

 

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The materiality of the printed book offers readers much more than the stories contained

in them. The action of reading is greatly affected by digitalization. An individual is physically

engaged when holding a printed book, whereas the screen on an e-reader separates the reader

from the text. The tactile experience felt when flipping through the printed pages is diminished by

the click and scroll actions of reading a digital e-book. E-books are here to stay, and although

physical bookstores and home libraries are decreasing, the printed book will coexist for

some time.

The physical experience of browsing at a music store and having a tactile encounter also

has a substitute digital activity. Prior to online music streaming services, accessing recorded

music involved a more ritualistic experience. As we traded our collections of cassette tapes, vinyl

records, and compact discs for MP3 downloads, the tangible experiences associated with these

objects disappeared. Most record stores have gone out of business, leaving only a few

independently owned stores in operation. The ritual of walking through a record store and

browsing through the stacks has been replaced by instant downloads, shared playlists, and

infinite scrolling of titles on music streaming services.

The more life is experienced digitally, the more appealing analog becomes for some

people. In the last couple of years, there has been a resurgence of analog music consumption, in

particular, the revival of vinyl. There has also been a renewal of interest in exploring the tactile

qualities of instant film photography. Following the termination of Polaroid film production in 2008,

The Impossible Project formed to keep instant film photography alive. The company began to

produce and sell its own instant film in 2010.

The current fetishization of analog technology has less to do with nostalgia than it does with an urge to slow down the transfer of data from the internal to the external, from the individual to the collective, and to make it all less instant, less ephemeral, less interchangeable, and more tangible, more linear and more contextual.17

                                                                                                               17 Carina Chocano, “The Dilema of Being a Cyborg,” The New York Times, accessed January 27, 2012, http://www.nytimes.com/2012/01/29/magazine/what-happens-when-data-disappears.html?pagewanted=all&_r=0

 

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The Complexities of Archiving Evocative Digital Content

As people transfer tangible objects of affection to digital versions, the preservation of

these objects becomes complex. Alleviating the need for more storage capacity, cloud computing

has enabled people to transfer their growing personal digital collections from local storage to

online providers. Cloud computing also solved the dilemma of content coexisting on multiple

devices. One’s content is automatically accessed on all devices on the cloud. However, the

problem of keeping digital collections only online is the dependence on constant online

connectivity and streaming. The elusiveness of online entities and services also causes some

people apprehension about storing their personal content online. Equally doubted are current

local storage options, which are as vulnerable to innovation velocity as their analog antecedents.

The need to develop solutions for preserving, archiving, and managing personal digital

content in the domestic sphere has caught the attention of a growing number of commercial and

private entities. Microsoft’s Socio-Digital Systems Group developed a prototype called Family

Archive, a multi-touch device for the home that allows storage of digital content and scanning

small physical objects of value. In addition to storing, Family Archive offers the option to engage

creatively with the content via digital scrapbooks. The Living Memory Box, another domestic

archiving project by researchers at the Georgia Institute of Technology, also supports media-rich

scrapbooks but allows for storage of tangible objects via an acrylic built-in drawer. The downside

to The Living Memory Box is the small size and shape of the built-in drawer. A better solution is

needed for those people who are still interested in collecting both digital and tangible items.

New Patterns of Networked Sociability Emerge

Digitalization’s power to redefine human interaction alters our self-concept, what we

consider important, and how we relate to the physical world. As the material objects people

previously kept as evocative possessions transform into immaterial digital formats, more time is

spent online. Currently, there is a growing emphasis on public identity and the network of self-

projections shared virtually.

 

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Digital photography is part of a larger transformation in which the self becomes the center of a virtual universe made up of informational and spatial flows; individuals articulate their identity as social beings not only by taking and storing photographs to document their lives but also by participating in communal photographic exchanges that mark their identity as interactive producers and consumers of culture.18

An emerging social practice among young people is a preference for producing online

digital content rather than keeping collections of things. For example, youths prefer to share

pictures online or through mobile devices and then delete rather than keep them. “The act of

storing a photo for later retrieval is part of a social custom to reminiscence; the photo album or

shoebox is the conventional cultural norm in which we preserve memories. The new connective

custom is to electronically distribute pictures to friends–a social practice grounded in the

networked condition of connectivity.”19

The same is true of teens’ and young adults’ use of recorded music. The iPod

revolutionized the way people kept their recorded music collections. These devices allowed a

portable massive music collection to be accessed wherever and whenever the user wanted. The

persistent need to socialize online has caused recorded music consumption to evolve into

listening and sharing music through on-demand music streaming services. These emerging social

practices shift the attachment from tangible object to the online space. Increasingly, people are

forming attachments to their social media accounts.

In addition to allowing users to maintain relationships with close family and friends, social

media sites afford insight into the lifestyles of other people. First impressions used to be made

when physically meeting people for the first time. First impressions today are more commonly

made through online profiles. According to Papacharissi in A Networked Self: Identity,

Community, and Culture on Social Network Sites:

Social network sites provide props that facilitate self-presentation, including text, photographs, and other multimedia capabilities, but the performance is centered around public displays of social connections or friends, which are used to authenticate identity and introduce the self through the reflexive process of fluid associations with social circles. Thus, individual and collective identities are simultaneously presented and promoted.20

                                                                                                               18 van Dijck, Mediated Memories in the Digital Age, 115. 19 Ibid., 176. 20 Zizi Papacharissi, A Networked Self: Identity, Community, and Culture on Social Network Sites, (New York, NY: Routledge, 2011), 304.

 

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The virtual environment allows for more forms of self-presentation than ever before,

through social networking, blogging, and special interest sites. Open source software allows

users to manage their identities through the content they choose to share and post. Whether

through profile descriptions on social media sites, Facebook’s status updates, tweets on Twitter,

pins on Pinterest, avatars on gaming sites, or countless other digital actions, people are publicly

projecting more and more aspects of their identities. Philosopher Jean Baudrillard compares the

exchange between people and objects to the exchange between people and technology.

Baudrillard uses the analogy of how a mirror reflects the subject. He compares this notion to the

computer screen replacing the mirror. Instead of the computer screen reflecting the subject, it

absorbs it. Objects reflect whatever meaning people attach to them, whereas the computer

screen absorbs the subject by allowing multiple copies of the self to circulate as other signs

and images.

The Blurring of Public and Private Spheres

In the late nineteenth century and early twentieth century, the transition from collective

agricultural rural living to compartmentalized urban living led to the rise of separate spheres—the

public sphere of work and the private sphere of the home. This new way of life resulted in the

emergence of a domestic interior that was private and served as refuge from the public sphere of

work. More choices from more commodities also allowed the private sphere of the home to be

filled with objects that expressed individuality. The twenty-first century is moving towards public

identity and collectivism on a global scale. Because personal content is being shared more than

ever, we are experiencing a blurring of private and public spheres.

Prior to social networks, people kept separate social circles with distinct social roles. In

the past, people shared details of their lives with only a select few. Today, social networks enable

multiple social circles to interact and exchange personal information. As a result, private and

public spheres intertwine. Other factors contributing to the blurring of the public and private

spheres is the choice that more people are making to live alone and the dual purpose of the

 

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home as a place to live and work. “One of the most compelling phenomena in the evolution of

society is what has happened to the balance between the individual and the collective. “The

concept of privacy has mutated to signify not seclusion but a selective way to make contact with

other human beings, with the rest of the world, and with ourselves.”21

Graphic Design’s Evolving Practice and How Designers Respond to Digitalization

The history of graphic design is intertwined with the technological innovations of writing,

books, typography, photography, and advertising. However, not until the nineteenth century did

the rise of mass production and the poster as a medium for visual communication give way to the

new commercial art profession. Commercial art was the first name used to describe the discipline

of creating layouts contingent on a client’s message. In 1922, William Addison Dwiggins, a

talented book, advertising, and typeface designer, conceived graphic designer as a new term for

the profession. Since then, graphic designer is the preferred title for those who give form to ideas

by combining imagery and type.

The value of graphic design is that it informs society. “Designers mediate, translate, and

amplify the visualized environment, giving tangible form to the objects and experiences that

inform, persuade, and entertain us.”22 Graphic design is present in almost everything in our

everyday environment. Sometimes design is bold and direct while, at other times, it is subtle and

taken for granted. Graphic design is used in most forms of visual communication, from corporate

identity to advertising, publishing, wayfinding, and packaging. The dilemma for graphic design is

that, although there are some iconic designs that transcend time, a great portion of the ephemera

created by its practitioners is for short-term consumption, intended to provide and organize

information for a viewer at a specific moment and to be discarded after use.

The title graphic designer is still used today, although its use is debated with some

designers indicating the name is outdated because the word graphic refers to print and today’s

graphic designer works with a large range of media. “Graphic design’s domain has expanded

                                                                                                               21 Paola Antonelli, “Beyond Design,” in 60: Innovators Shaping Our Creative Future, edited by Lucas Dietrich 372-400. (London, UK: Thames & Hudson, 2009), 396. 22 McCarthy and de Almeida, “Self-Authored Graphic Design,” 103.

 

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through digital media to encompass adjacent practices such as filmmaking, game design, sound

design, interactive design, writing and publishing, the production of events, coding and

programming, strategy and some aspects of fashion and product design.”23 As digitalization

transforms many of the tangible artifacts once created by graphic designers, new modes of the

profession develop.

For decades, package design for recorded music served as a fertile platform for

experimental and innovative graphic design. Graphic designers have created memorable visuals

for the recorded music industry that not only complemented but also enhanced the music

experience. Some examples are the hundreds of album covers designed by Reid Miles for the

jazz label Blue Note Recordings. Miles captured the essence of jazz with his playful integration of

type and photography. During the late seventies and early eighties, Malcolm Garrett designed

record sleeves for the bands Buzzcocks, Simple Minds, and Duran Duran, creating an aesthetic

that reflected the times. Peter Saville created the iconic cover art for post punk bands Joy

Division and New Order. Paula Scher began her long career in graphic design by using illustrative

lettering to visualize music on album covers. Vaughan Oliver created the distinct look for the indie

music label 4AD and designed music graphics for bands like the Cocteau Twins, Pixies, and The

Breeders. Stefan Sagmeister has designed album covers for numerous bands and musicians,

including work for Lou Reed, David Byrne, Ok Go, and the Rolling Stones. Many more designers

have and continue to explore music graphics, but in the new era of digital downloadable music,

cover art is constrained to a thumbnail scale and viewed on a screen. “The computer screen acts

as a distancing mechanism between the design and the user. The communication that occurs

between viewer and designer exists in a visually mediated form, without the possibility of any

tactile or tangible connection.”24

A couple of developments have surfaced as designers are rising to the challenges of

digitized music. The first is the resurgence of a graphic design staple: the poster. Jason Munn

is one of many graphic designers creating limited-edition silk-screen posters for rock bands.

                                                                                                               23 Alice Twemlow, “Graphic Design,” in 60: Innovators Shaping Our Creative Future, 120-150. (London, UK: Thames & Hudson, 2009), 146. 24 Lauren Parker, Interplay: Interactive Design, (London, UK: V&A, 2004), 16.

 

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In addition to creating captivating imagery, the success of Munn’s art is probably also due to the

void his posters fill for music fans to have tangible evidence of their favorite musicians. Another

development is the return of the vinyl record, which allows graphic designers to indulge again in

designing for a large format. “Vinyl sales are slowly but steadily rising and records have become

increasingly popular as new and past collectors long to reconnect with that ineffable quality that

extends beyond, but is intrinsic to, a record’s use—something more tangible, intimate, and

expressive, an essential property linked to a search for identity and authenticity.”25

Immersive Experience

Immersive entertainment is a new direction in which real and digital worlds can intersect.

Content creators seeking to provide people with a tangible experience for their digital creation use

immersive entertainment as a form for physical interaction. The band Nine Inch Nails used an

immersive campaign to promote their new release. The Year Zero campaign was an extension of

the album that included an elaborate website, an alternative reality game, tangible works of art in

public spaces, and the use of social media to connect fans to secret locations of concerts.

Another example of the power of immersive entertainment is a collaboration between music band

Arcade Fire and music video director Chris Milk, The Wilderness Downtown. The Wilderness

Downtown is a non-conventional music video for the song We Use To Wait. It uses HTML5 code

and teams up with Google Chrome and Google Maps to provide fans a personalized nostalgic

journey. The story is accessed through an interactive website and is revealed by the answers the

viewer inputs. The viewer becomes part of the music video as Google Map technology is used to

allow the viewer to interact with images of his or her childhood neighborhood.

Summer Into Dust is another collaboration between Arcade Fire and Chris Milk. Summer

Into Dust is an immersive experience created for Arcades Fire’s performance at the Coachella

2011 music festival. It involved thousands of large white soft balls dropped from the sky into the

crowd during the last song of the concert. The white balls were embedded with LED lights, IR

                                                                                                               25 Trevor Schoonmaker, Patsy R. Nasher, and Raymond D. Nasher, The Record: Contemporary Art and Vinyl Exhibition catalog, (Durham, NC: Nasher Museum of Art at Duke University, 2012), 1.

 

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transmitters, receivers, and microphones that responded to the pitch of sound by flickering with

different colors. The crowd experienced a tactile collective experience as they interacted with the

balls by catching, holding, and re-tossing the balls (Figure 1). In addition to creating memorable

entertainment, Summer Into Dust resonated with the crowd emotionally because fans were able

to keep the balls and take them home. The balls were made to last and continued flickering

colored lights in response to the band’s music. There was also a website created for the project

where Arcade Fire fans could link with others who had been at the concert and share individual

experiences of how the balls continued to live at home. Even though graphic designers did not

orchestrate the examples discussed above, immersive entertainment is a viable new direction of

exploration for media-savvy graphic designers.

Figure 1. Chris Milk and Arcade Fire, Summer Into Dust, immersive experience. Photo credit: Christian Lamb

 

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Novel Types of Social Interaction

Another important development in graphic design is the initiation of self-directed work.

The Internet and open-source technology has enabled distribution, encouraging more people to

become content producers. As a result, graphic designers are broadening the issues and

methods they explore, enjoying the freedom of an authorial voice. Åbäke, Arabeschi di Latte, and

Alex Bettler are designers interested in event and performance as mediums for constructing new

design experiences. “There are traditional graphic design elements in such activities—invitations,

menus, place cards and the subsequent documentation in print and online but the focus is on the

event the artifacts represent and frame, and on establishing the parameters of novel types of

social interaction.”26 For example, Trattoria is a design concept consisting of a dining event for an

invited audience. The four members of the graphic design collective Åbäke not only organize and

design the event but also prepare the multiple-course meal served. Similarly, graphic designer

Alex Bettler creates a social event by offering participatory bread-making workshops. The design

collective Arabeschi di Latte also works with food to design participatory situations. It Takes Two

to Tango is an interactive performance by Arabeschi di Latte in which the audience is invited to

feed each other with giant spoons.

Figure 2. Arabeschi di Latte, It Takes Two to Tango, Interactive Performance. Photo credit: http://www.arabeschidilatte.org                                                                                                                26 Twemlow, 60: Innovators Shaping Our Creative Future, 148.

 

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Moving Beyond Two-Dimensional Graphic Design

In addition to using graphic design to create memorable and meaningful social

experiences, graphic designers are steadily moving beyond two-dimensional designs to creating

three-dimensional works, using tactile materials to provoke thought. Whereas, in the past, most

graphic designers collaborated with photographers and illustrators to create imagery to be used in

their two-dimensional designs, today, more graphic designers are experimenting with materials

and processes for making their own images. Many designers are also responding to the screen-

saturated environment by specifically avoiding digitally constructed designs, instead using digital

production to supplement their analog processes. Sarah Illenberger is a Berlin-based freelance

designer whose work has appeared on numerous publications and advertising campaigns.

“Meticulously created at the intersection of photography, art, and graphic design with analog

handicraft and using simple materials and household items, Sarah Illenberger’s, richly detailed

work opens up new perspectives on the seemingly familiar.”27 Her creations are commissioned as

site-specific installations, retail window displays, or photographs. Sarah Illenberger creates

conceptual compositions using everyday objects in unexpected ways in three-dimensional space.

Figure 3. Sarah Illenberger, Parade, Hermes/Kadewe, retail window display. Photo credit: http://www.itsnicethat.com.

                                                                                                               27 Sarah Illenberger, Sarah Ilenberger. (Berlin, Germany: Gestalten, 2011), back cover.

 

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APPLICATION PROCESS

Solo Exhibition

Graphic designers are known to cherish printed ephemera and to collect objects.

Curiosity for discovering whether my collections are a result of my profession or because the

objects I preserve function as a tangible record of past experiences led me to expand on the

concept of evocative objects. As we move forward into an increasingly digital and more

networked world, social and physical experiences are reconfigured. Prior to digitalization, a

common social practice was to imbue tangible objects with symbolic meaning linked to memory

or social identity. Today’s connectivity enables personal meaning and social identity to come from

producing and promoting on-line profiles and digital content. The works on display explore

materiality, possession, memory, and self-identity in order to discover what is lost in the transition

from tangible to digital and how personal meaning is altered by digitalization. The form of the

exhibition is mixed media: a video, a listening station, participatory stickers, a type animation, an

installation and an e-Book. Books, cassette tapes, CDs, vinyl records, and other evocative

objects are brought back from obsolescence and used throughout the gallery to create a tactile

and engaging experience.

Research on evocative objects has shown that people become attached to media objects

even when they are no longer in use. Ink drawings of media objects from the past and present

are created to use as wall graphics and in the invitation. The ink drawings are of a record player,

boom box, Discman, Walkman, CD cover, Pentax Camera, Polaroid Camera, book, iPod, iPhone,

iPad and computer. As visitors of the exhibition enter the gallery the title wall and entry wall,

display the vinyl cut graphics of the ink drawings (Figure 4). Orange vector graphics of social

media icons are also used to symbolize the digital activities that are changing the way meaning

 

20

is evoked. In order to add dimensionality to the two-dimensional wall graphics, three-dimensional

objects were applied to the vinyl cut graphics (Figure 5).

The projects created for the exhibition are inspired by the research on evocative

objects and also conceptualized as my personal response to the rapid pace that technology is

transforming many of the tangible artifacts once created by graphic designers. Having worked

professionally for over fifteen years as a traditional print graphic designer I wanted to challenge

myself to explore new mediums and to harness technology. Working with new mediums like

video, installation, and participatory art pushed me to learn new equipment and software but also

provided me with new perspectives to apply when I design.

The work in the exhibition is not a critique on digitalization. Nor is it about valuing tangible

experiences over digital experiences. The exhibition is about reflecting on concepts of materiality,

memory, possession and social identity as more people accumulate larger collections of digital

content. The exhibition encourages viewer participation by asking the viewer to interact with the

projects. Feedback from viewers of the exhibition leads me to conclude that the tactile interaction

and content of the work on display was successful and resonated with people. The aim was to

create an engaging experience that provoked the visitor of the exhibition to think about his or her

own collection of evocative objects, their personal experiences and to reflect on how digitalization

is altering the way personal meaning is evoked.

 

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Figure 4. Exhibition title wall graphics and entry wall graphics.

 Figure 5. Close-up pictures of the exhibition title wall graphics and entry wall graphics.

 

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Flipping Through the Stacks

Flipping Through the Stacks is a video whose theme is memory triggered by the tangible

artifacts pertaining to recorded music. Prior to on-line music streaming services and MP3

downloads, accessing recorded music involved a more ritualistic and tangible experience. Music

collections have taken varied forms through the decades; radios, record players, boom boxes,

Walkmans, vinyl records, eight-tracks, cassette tapes and CDs have all been described as

evocative objects etched with symbolic meaning. These objects become highly personal by

expressing social identity, supporting lifestyles and enabling memory.

The video Flipping Through the Stacks takes the viewer through the physical experience

of being at a record store and browsing through the stacks of records and CDs. The story unfolds

as people inside the record store have a tactile encounter with artifacts that trigger personal

memories. The ritual of flipping through the stacks at a record store can be about the thrill of new

discovery and also reminiscing about past experiences. The memories portrayed in the video

belong to seven people ranging in ages from 18 to 51 and are memories of childhood,

adolescence, past lovers, family, friendships, and places. The viewer is left to reminisce about his

or her own memories sparked by the tangible objects associated with recorded music.

Flipping Through the Stacks was filmed at two independently owned record stores. The

close-up shots were filmed at Yesterday & Today’s Records and the crowd shots were filmed at

Sweat Records during the annual Record Store Day on April 21, 2012. To show a range in

personal memories, thirty people—aged 18 to 60—were asked to participate in this project by

responding to a questionnaire. The questions addressed recorded music and memory: In what

ways do you listen to music? Do you buy music and from where? Have you kept through the

years any object or artifact associated with recorded music? What special memories triggered by

a particular artwork on an album cover do you have? Seven memories were selected and

recreated for the Flipping Through the Stacks video. The memories in the video are shared with

the viewer in the form of kinetic type. The type was animated using the software After Effects.

 

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 Figure 6. Flipping Through the Stacks, video, surrounding objects, wall graphic, participatory sticker table and listening station.  

 

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Figure 7. Flipping Through the Stacks, Participatory Stickers.

Figure 8. Flipping Through the Stacks, Listening Station.

Flipping Through the Stacks Listening Station and Participatory Stickers

The viewer is invited to participate by flipping through the stacks of vinyl records, CDs

and cassette tapes. The listening station encourages the viewer to listen to tangible music on a

record player, portable CD player or cassette tape player. The objective is to reminisce about

personal memories sparked by tangible music and share them by writing them on a sticker.

The music on display is from my personal CD and vinyl record collection and also on loan from

participants who shared their evocative tangible music for the exhibition.

 

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Tangible Portraits

Tangible Portraits is a site-specific installation that explores some of the objects people

hold on to during their life. Digital personal content is experienced, preserved and possessed

differently from tangible objects. Prior to the proliferation of digital content, people kept symbolic

objects in the privacy of their home, usually put away in a box, drawer, attic or closet. People

become attached to a large range of objects, from heirlooms passed down from one generation to

another, to gifts and souvenirs of sentimental value, to the media objects people use to support

lifestyles. The personal objects on display have accrued value through time and give materiality

to memories and aspects of a person’s identity. The objects become tangible portraits of the

people they belong to.

A selected group of faculty and students of FAU, and other visitors to the exhibition were

asked to participate by providing personal objects they had kept for a long time. For more

engagement between viewer and artwork, eleven participants whose names would be easily

recognized by visitors to the exhibition were chosen to share some of their evocative objects for

the installation. Because the box is a conventional norm for preserving memories, a variety of

found boxes and drawers were used to display the objects. The varied boxes were arranged and

stacked in different configurations and labeled with the participants’ names.

The personal evocative objects submitted by the participants included photographs,

sketches, clothing, letters, books, photo albums, toys, scrap books, souvenirs, gifts, cameras, a

trophy, a diary, a guitar, a baseball glove, an old passport, an elementary grade card, a Zip Drive,

Discmans, CDs, cassette tapes, 7- inches, concert flyers, airline tickets, concert ticket stubs,

concert t-shirts, and a variety of printed ephemera. The objects carry personal meaning for their

owners, however the viewer can only gaze at the objects without knowing the stories and

memories attached to them. The viewer can reflect on his or her own collections of things and

contemplate how the objects they hold onto reflect aspects of who they are.

 

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Figure 9. Tangible Portraits, Installation

Figure 10. Tangible Portraits, viewer is interacting with the participants’ evocative objects.

 

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Figure 11. Hyped Identity type animation is seen behind viewers of the exhibition interacting with the Tangible Portraits Installation.

Hyped Identity

Hyped Identity is a kinetic type animation that explores social identity in relation to virtual

presence. Prior to digitalization, a common social practice was to attach symbolic meaning to

objects that were linked to memory or self-identity. As a growing number of tangible possessions

transform into immaterial digital formats an emerging social practice is a preference for producing

and promoting digital content on-line. Social media provides infinite platforms to construct and

broadcast our social identities. Our social identities are in constant flux as we harness technology

and become producers and promoters of our on-line profiles and digital content.

The Internet has revolutionized and democratized many areas of life making it easier for

more people to become creators. Not only has technology afforded more opportunities to create

but also to collaborate and to distribute personal creations and content on-line. As more people

become artists, musicians, directors, filmmakers, chefs, writers, songwriters etc…more time is

 

28

spent on-line promoting and constructing a constant stream of hype. Hyped Identity was

projected on a wall next to the installation Tangible Portraits. Both projects examine identity but in

opposite forms: one in tangible and one in digital. The two projects are also juxtaposed as they

offer a side by side comparison of two ways people evoke meaning through tangible objects and

through the experience of creating and promoting digital content on-line.

The animated type in Hyped Identity came from some of the words people use to

describe themselves on-line. The words were copied from blogs, Behance, Instagram, Vimeo,

Tumblr, and Twitter. Social media icons were also recreated and animated in After Effects to

appear and disappear gradually on the wall. The words become symbols for the multitude of

social identities that are constantly promoted on-line.

Figure 12. Hyped Identity, animation still frames.

 

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Stories on Paper

Stories on Paper is an e-Book that explores the materiality of printed books. Many people

who continue to cherish the printed book are attached to its tangible form. The viewer is invited to

walk up to the iPad and read some of the reasons stories on paper will continue to exist. The

iPad was used to reinforce the concept that the reading experience through a screen greatly

differs from the reading of a text on paper. The materiality of the printed book offers readers much

more than the stories contained in them. Books accrue meaning and are kept through time as

evocative objects because they materialize ideals and showcase personal interests.

Stories on Paper was inspired by research that showed that there are certain tangible

qualities of printed books that some people are especially attached to. Those qualities are the feel

of the page, the yellowing of the pages, the writing in the margins, and the smell of the book.

Stories on Paper is not about promoting printed books as a better reading experience, it is about

reflecting on the contrasts between reading an e-book and a printed book and understanding why

some people continue to cherish printed books as evocative objects. Each page in Stories on

Paper is dedicated to one of the tangible qualities that makes printed books special for some

people and expands on that quality.

The feel of the page brings attention to the fact that the feel of paper as a reader turns a

page in a printed book greatly differs from the click, scroll and swipe actions of reading a digital

e-Book. The yellowing of the pages informs how some people hold on to their book collections for

a lifetime. The yellowing of the pages in printed books are visible signs of time passing. Printed

books can be kept through generations. E-books like most digital content is vulnerable to

innovation velocity. The writing in the margins of personally owned printed books give materiality

to the thoughts the reader has as he or she engages with the text. These markings often times

reveal insights about the reader at a particular moment in time and are another reason some

people cherish printed books. In contrast with the personal notes in the margins of printed books

the digital notes on e-books are meant for sharing on-line with other readers. Although there is

great value in the ease of forming discussion groups through digital notes what is lost is the

definitive space for inner dialogue. The smell of the book is an irreplaceable quality of its

 

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tangibility, whether it is the fresh ink on the pages of a recently printed book or the musty scent of

an aging book. The scent of a printed book is a reminder of the physical components and the

craftsmanship that comes together to give it form. The craftsmanship of the book is lost as the

screen of an e-reader separates the reader from the text.

To enhance the layout and design of Stories on Paper, I took photographs that would

capture the qualities being described in the text. An ink drawing of an empty bookshelf was

converted into a vinyl wall graphic to reinforce the concept that many printed books are coming

off bookshelves and transitioning into the digital realm of e-Books. Stories on Paper was

presented on an iPad that was mounted on the wall and positioned inside of the cut vinyl wall

graphic of the empty bookshelf. Stacks of printed books are on the floor surrounding it. A chair,

side table, table lamp and more printed books create a reading area where a viewer can browse

through the stacks of books and contemplate his or her own collection of printed books and how

that collection has changed since the innovation of e-Books.

Figure 13. Viewers of the exhibition interacting with the e-Book, Stories on Paper.

 

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Figure 14. Stories on Paper, e-Book, surrounding objects and wall graphic.

Figure 15. Stories on Paper, e-book close-up pictures of three pages.

 

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Conclusion

As we move forward into an increasingly intangible and ever more connected world,

Graphic designers have new opportunities to shift from specialized designers to multi-disciplinary

designers. “Interactive technologies create a need for a new kind of design—a fusion of graphic,

architectural and product design with an awareness of time-based narrative and navigational

structures.”28 As emerging social patterns demonstrate, society is shifting its focus from objects

as sources for individuality to connectivity enabling collectivity. More people use to keep a

collection of evocative objects that were used to inform social identity and to trigger memories;

today, the younger generation is more interested in producing and exchanging digital content in

on-line platforms than in keeping and imbuing objects with symbolic meaning. For hybrid media

users who continue to keep tangible objects while accumulating huge collections of digital

content, the complexities of preserving and possessing in the digital realm presents challenges.

What gets lost in the transition of evocative object to digital conversion is the tactile

experience. As a result, graphic designers have been steadily moving beyond two-dimensional

designs to creating three- and four-dimensional works and experiences that evoke memorable,

sensory, and emotional responses. “In the disembodied space beyond the screen, designers are

searching for ways to recognize the role of personal experience and engagement in the design

process; a way to weave traces between the digital realm of creative possibilities and the tactile,

tangible elements of the real world.”29

Research from sociology, psychology, philosophy and interactive design provided me

with a multi-disciplinary approach to graphic design and an understanding of some of the social

implications of new technologies. The research and the work created for the thesis exhibition has

also provided me with new insights into current and future directions for graphic design. The work

for my thesis exhibition revealed that personal digital content is experienced and possessed

differently than evocative tangible objects. Inspired by these findings I am excited and motivated

                                                                                                               28 Parker, Interplay: Interactive Design, 1. 29 Ibid., 41.

 

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to continue to explore the way that memory, possession and self-identity are affected as the

tangible triggers of past experiences disappear into the digital realm.

 

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