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Sunday, December 8, 2013

The end of the road (final project)

Goodness, my title for this entry is as corny as the title of the blog.  Over the course of GID 01: History of Graphic Design (at Foothill College), I never did come up with a better title.  Perhaps, down the line, I will discover a title worthy of a discussion of such a seminal text.  That's the purpose of this blog, to discuss topics researched with Meggs' History of Graphic Design (Meggs & Purvis, 2012) as the inspiration for the research topics.   If you peruse the next few post, you'll discover a variety of topics that appear tangentially linked, unless you have read text.  The course was intended as an exploration of graphic design to apply to life and the students' own graphic designs.

Unfortunately, I did not successfully meet all the objectives of the course.  The professor included this paragraph in his introduction of the course:


"Your learning is my objective. People say they see the world differently after taking the course. I have seen the most dramatic results in students who have applied their new knowledge to their art and graphic design projects. Their designs are more intelligent, more creative, and more articulate than prior to taking this course. Your success in the course will depend on your investment in critical looking and critical thinking. Although reading will comprise the bulk of your time, looking and thinking are most important" (Manske, 2013).

One objective I successfully met, was the learning portion.  I definitely learned a great deal about the history of graphic design, as Meggs and Purvis's treatment of graphic design history was extensive.  Additionally, the blog feedback from both students and the professor was immensely helpful in the developing a journal, particularly in challenging my assumptions.  For example, we were already over halfway through the course, before I realized I was still failing to distinguish graphic design and fine art.  This was definitely a misconception I had before starting graphic design courses, I sort perceived graphic design as visual art in a commercial context.   From the beginning of the textbook, this assumption was challenged repeatedly, especially in chapters that focused on the key role of typography.  Yet, I still somewhat carried over this presumption through half of the course.   I required feedback regarding the inappropriateness of some field journal topic selections before this confusion was finally brought into focus.  This example extols the importance of interaction in order to maximize learning potential.  Having taken online courses at other colleges and universities, I can attest that Foothill typically facilitates the most interaction between students.

However, I found it difficult to apply the information to my designs.  I am concurrently taking graphic design studio I, and I don't find my designs any "more intelligent," "creative," or "articulate."  Disturbingly, I think my designs (I'm referring to the optional assignments) might be worse than they were when I began the course this quarter.  So, my reflection the last week has focused on why this issue has happened, despite my effort in the course.  I came to the conclusion that I may have taken this course too early in my graphic design coursework.  Prior to this term, I had almost no exposure to adobe products, and so I think I focused more trying to figure out the tools, than the quality of the designs.  It reminds me of the early 2000s, when I first was exposed to Geocities websites (for those of you who are unaware, Geocities was a Yahoo! webhosting service).  The website I created was atrocious, and would make any graphic designer cringe.  However, as someone who limited internet exposure, I enamored by all of the elements I could place on the webpage.  So, my pages were filled with ridiculous animations.  My current designs, while not as ludicrous as my foray into Geocities, are terribly busy and mostly focused on handling the tools of Adobe.  Had I taken graphic design after the novelty had worn off, my designs may have improved.  I definitely plan to revisit the textbook after I have a few more quarters of classes completed.  

Additionally, I regret that I did not continue an element of my field journal that was present in the first few entries.  Initially, I had each entry include something that I produced myself, either as an example, or an attempt to apply information I learned.  After the initial few chapters, I became absorbed in the research, and tended to forget my own applications of the material.  Additionally, some of my topic selections made this more difficult.  How would I apply a design to a discussion of disappearing jobs?   

Where I have absolutely struggled, is in the area of developing observation skills.  This is actually not a new issue for me.  My husband frequently states that I have "poor situational awareness skills."  During the history of graphic design, I occasionally noticed some elements discussed in the world around me, but not at the conscious level of my classmates.  Frequently, classmates would mention something in their blogs, which I was also exposed to in my own experience, but simply failed to notice at the time.  In order to come up with journal ideas, I usually needed to spend 1-2 hours on the internet pursuing various avenues, before even coming up with a topic.  I did not demonstrate that same ability to just see topics in my world around me.  However, I have more frequently found myself noticing principles from the studio class in graphic designs around me, in contrast to information learned in this class.  As an older student, I am well acquainted with my learning style, and so this development is not surprising to me.  I have always found that project and fieldwork courses to have more of an impact on the way I see the world.  This presents another reason I should have continued to keep my own designs in the blog posts.  That's not to decry the value of reading and writing based courses, but in terms of learning style these courses are best for developing (and maintaining) the ability to articulate one's thoughts.

 A reflective post regarding a graphic design history course would be incomplete without a discussion of history.  I was most fascinated by the earlier chapters of the text, because the information was surprising.  Prior to opening the textbook, I would not have expected such a text would begin with cave paintings.  I would have expected it to begin around the time of the printing press.  Meggs and Purvis's (2012) decision to begin the discussion at that point indicative of the fact that nothing develops out of nowhere, every field has it origins in the beginning.  Additionally, technology was frequently cited as the catalyst for change, and that is seen frequently in today's society.  One only need to compare to rendered images to illustrations, to see that technology changes the look and feel of graphic design.

Overall, I enjoyed the course, and I look forward to looking back at this field journal and the text later in my journey of developing graphic designs skills.  Additionally, the rich collection of images will continually provide a source of inspiration.  Finally, as a result of this field journal experience, I contemplating continuing this journal (although less extensively) in order to reflect on my learning in other GID classes. 

Works Cited

Manske, K. (2013, September 23). Introduction [Syllabus Document]. Retrieved from Etudes: https://myetudes.org/portal/site/bdf36633-c2b6-4907-80f7-5d8893bb6a6e/page/cfaac9fa-e44d-438e-00c5-263125edcee6 

Meggs, P. B., & Purvis, A. W. (2012). Meggs' History of Graphic Design (5th ed.). Hoboken, New Jersey: John Wiley & Sons, Inc 

Wednesday, December 4, 2013

The Age of Information, Part III (Module 10)

In college, I had a few friends who were graphic design majors.  It was without question that design majors would use Apple computers.  I also noticed during the course of graphic design studio I, that many people (including the professor) continue to use Apple computers in design.  I was curious to explore this continued preference for Mac, and to see if it is waning, and to discover the reasons why Macs are preferred for design.  For those who have been deeply steeped in graphic design for years, this might be considered a silly topic, full of well-known facts, a waste of time for someone to research.  For those of us who are graphic design novices, our knowledge of the debate is on the periphery, and an examination of the debate as clarity and will help us make decision about future hardware purchases.  I think disclosure is important, so I will state that I have always owned PCs, but I have frequently used apple products in libraries.  However, I have never used any design software on a Mac.

I initially started with a simple Google phrase "apple vs. windows graphic design," I was shocked by how many pages, which were actually relevant to the search terms, were available.  Additionally, I found the overwhelming majority were personal blogs, this debate was far more intense than I realized.  I've included information from personal blogs, but in effort to include information from less biased sources, I examined college websites and computer focused websites.

As Meggs and Purvis (2012) mention, Apple was the first to offer the use of a mouse and graphical user interface, and not surprisingly, this led to the early preference for Macintosh computers when it came to design.  Furthermore, SFI (2013) indicates that apple was the first computer to offer a laserwriter printer, which reduced the need for cutting and pasting when printing early digital designs.

However, in the current market, sites frequently give a variety of reasons to choose one over the other.  I will limit the discussion to those that directly impact graphic design (leaving out issues such as cost, which is really a personal finance issue, not a performance issue). 

Performance:
 I stated an avoidance of the issue of cost, however, how well a PC or Mac performs is based primarily on cost.  Although not universally true, the more expensive machines are going to have higher quality materials and more high end performance capabilities, as a result some would argue that the performance of the devices is equal (Pullen, 2013).  However, this is not a universally excepted premise, and some have sought to directly compare performance. Herrman (2012) directly compared a Mac and PC, and found some differences in performance specs; the findings related to graphic design included a higher processor speed for the PC, but better performance for a graphics speed test, six-app simultaneous launch, and video conversion.  Those results are not definitive, and it does address Pullen's (2013) argument regarding cost, since the compared devices had a $450 price difference.  It mostly points to the need for graphic designers to specifically research the performance specs of the particular device. 

Software Availability:
This area really appears to be a nonstarter.  While Adobe products, the industry standard, are available in both platforms, Windows based devices have a greater number of for purchase and freeware applications available for desktops and laptops.  However, many emulators are currently available to run Windows on Mac, so the issue of a greater number of Windows applications turns out to not be a concern for the designer (Pullen, 2013).

Appearance:
For a long time, I never understood the pull of appearance when it came to a computer, in my mind that was not the point.  However, when some laptops began to be offered in my favorite color, I ultimately decided not to spend the extra $100 just for a color, I began to understand how appearance could be important.  It certainly appears to be a relevant issue in the debate between the best type of computer for graphic design.  From the early Macs of 1980's, the design of the machines has been a focus of the company.  Beginning with a monitor/CPU combination, which simply reduced the clutter of unsightly cords and gave a more streamline design, to 1998's translucent iMac, to the sleek laptops today, Macs have been designed to be more aesthetically pleasing (Pumphrey, n.d.; wiseGeek).  Evans (2011) comments regarding Macs are particularly relevant, as he mentions that apple monitors have higher resolution and more accurate colors.  As a PC user, I can relate to the frustration of printing something that ended up with colors vastly different than what I saw on the screen.  I always assumed that it was solely a printer quality issue, which appears to be a faulty assumption.  This could be tremendously important for design campaign, particularly if the color scheme was designed around a product's color.  


First Macintosh (Murphy, 2012)


As personal note, I have always loved the color pinwheel compared to the hourglass or spinning blue circle used by Windows indicate something is loading; if you are going to be starring at something while waiting for it to load, it might as well look nice.  It is not surprising that graphic designers would prefer the device that looks better, the world of the graphic designer is about visual communication and creating visually interesting stimuli.  It seems logical that this carryover into computer purchases.

Industry Use:
The reality is that PCs and Macs will work for day to day use in graphic design, PCs are starting to look nicer, and software availability is a not truly an issue (AI InSite, 2009).  However, one of main reasons for the continued dominance of Macs in graphic design, is that these devices are the industry standard (Evans, 2011; AI InSite, 2009).  Professors at the Art Institute give indication that this trend may be changing, and that more variety may be seen in the field in the near future.  This is indicated by the fact that some professors emphasize having their students be capable of switching from one system to the other.  They also indicated that design firms are becoming verse in working with clients who use both systems, and one professor indicated working in Windows only environments, on rare occasion. 


Image of the stereotypical Mac user (Murphy, 2012)


Apple clearly still has a hold on the graphic design industry, but it will be interesting to explore this issue in a decade or so.  There may be more balance between the two systems, just as the PC market seems to have loosened its strangle hold on the business market.  Many of the articles cited ease of use as a positive for Macintosh computers, but as more and adults enter the world having grown up with computers, I wonder if ease of use will be as large of a concern in the future.




Works Cited

AI InSite (2009, November 16).  Mac or PC? It’s a Matter of Creative Preference.  AI InSite. Retrieved from http://insite.artinstitutes.edu/mac-or-pc-its-a-matter-of-creative-preference-15418.aspx

Evans, W. (2011, September 14).  Students debate merits of Mac vs. PC.  The Crimson White.  Retrieved from http://cw.ua.edu/2011/09/14/mac-vs-pc/


Herrman, R. (2012, February 9).  Mac vs. PC: Ultimate Laptop Lab Test.  Popular Mechanics.  Retrieved from http://www.popularmechanics.com/technology/gadgets/reviews/mac-vs-pc-ultimate-laptop-lab-test#slide-2

Pullen, I. (2013, November 29).  Graphic Design on a Mac or PC. Suite 101.  Retrieved from http://suite101.com/a/graphic-design-on-a-mac-or-pc-a99058 

Meggs, P. B., & Purvis, A. W. (2012). Meggs' History of Graphic Design (5th ed.). Hoboken, New Jersey: John Wiley & Sons, Inc

Murphy, R. (2012, December 7).  Mac Vs. PC: Myth-Busting Guide For Consumers.  Creative Orange.  Retrieved from \http://www.creativeorange.ca/blog/random-thoughts/mac-vs.-pc-myth-busting-guide-for-consumers/

SFI (2013, February 18).  Are Windows 8 Laptops Good for Graphic Design, Video Editing, and Gaming?  SF Industries.  Retrieved from http://sfindustries.net/2013/02/28/are-windows-8-laptops-good-for-graphic-design-video-editing-and-gaming/