Graphic Design Journal 7 Graphic Design Journal No. 7 2018 In This Issue Publisher Society of Graphic Designers of Canada 2 Brutally Compromised Nick Shinn 10 When Books Were Books Chris Rowat Founding Editors Mary Ann Maruska RGD, FGDC Ulrich Wodicka FGDC 22 The Forgotten History of the GO Transit Logo Greg Cunneyworth Editor Matthew Warburton CGD, FGDC T 604 224 3125 E matt@emdoubleyu.com 28 From The Can To The Plate Roberto Dosil PICA 2014 Papers: Co-Editor Journal 7 Aidan Rowe CGD 38 US design education prepares for careers in the past, is standing on the edge of the abyss, looking away and singing kumbayah Bernard J. Canniffe 52 Research on First Nations (Innu-Naskapi) Iconography Dr. Carole Charette FGDC 62 A Necessary Shift: Embracing Research and Front-End Coding for Experience-Centered Graphic Design Dennis Cheatham Graphic Design Journal is issued free to members of the Society of Graphic Designers of Canada (GDC®). For information about the GDC please visit gdc.design or call 1 877 496 4453. Throughout this publication, trademarked names are used. Rather than place a trademark symbol at every occurrence of a trademarked name, we hereby state that we are using the names in an editorial fashion with no intention of infringement of such trademarks. The opinions expressed by the authors are not necessarily those of the GDC. Photocopying is permissible for research or educational purposes with credit given to Journal and the author(s). Copyright for the articles in this issue remains with the authors. © Society of Graphic Designers of Canada, 2018 ISSN 1192-9871 Publications Mail Agreement No. 40922514 Return Undeliverable Canadian Addresses to: Society of Graphic Designers of Canada National Secretariat Arts Court, 2 Daly Avenue Ottawa, ON K1N 6E2 Canada T 613 567 5400 1 877 496 4453 E info@gdc.net W gdc.design 74 Tracing the logic of graphic design in Canadian design history Brian Donnelly 86 Pedagogy of Engagement: An Exploration of Community Projects in Design Education Layal Shuman 94 Social Responsibility and Design Education: Design for the Public Good Alison Miyauchi Welcome to the long-awaited seventh issue of the GDC’s Graphic Design Journal. First published in 1993 under co-editors Mary Ann Maruska FGDC and Ulrich Wodicka FGDC, the Journal served as a flagship publication for the GDC through to the mid-2000s when changing technology and the impact of the web made a print publication seem like a bit of an achronism. Well, we’re pleased to reintroduce the Journal in both print and digital formats. Journal 7 consists of two narratives—the first is centred on design that touches all Canadians, be it the iconic maple leaf which adorns our knapsacks or the logo on the side of a commuter train, to the signage at the strip mall where we buy our milk. The second narrative is a series of peer-reviewed research papers that were presented at the PICA 2014 conference in Edmonton. The PICA 2014 conference brought together academics from across North America to discuss and disseminate research interrogating pressing issues in design education. With research presentations, a workshop, PechaKucha talks and a roundtable discussion a broad range of territory was covered. Journal 7 features six of the presentations that have been further developed and peer-reviewed for publication. These research papers cover a range of subjects that are at the heart of current and future design education. For example, papers explore the need for design education to further interrogate issues of social responsibility and community engagement. Authors also ask questions concerning the possibility and role for design history in regards to design curriculum and the richness of opportunities of research concerning First Nation histories to inform current design practices. Broader questions are also asked concerning how we teach, the possibilities of employing coding within design practice and the interrogation of the needs and requirements of design education to prepare the designers needed for the 21st century. To further the education theme three Bachelor of Design students from the University of Alberta have created introduction illustrations contextualizing selected papers. Particular thanks and recognition to Karin Jager CGD and Michael Maynard FGDC for their work organizing and reviewing. We hope that Journal 7 signifies new opportunities for thinking and writing about the power and possibility of design in our lives. — Matt Warburton CGD, FGDC and Aidan Rowe CGD 1 Graphic Design Journal 7 1. Abject visual squalor of the traditional low-end strip mall. Toronto. 1 BRUTALLY COMPROMISED It would be wrong to castigate the sign companies which do the work, for the problem is systemic. To begin with, the North American civic attitude considers retail zones as a free-for-all where commerce rules, and big, cheap and flashy trumps good taste. In mall after mall, from main street to corner store, it’s understood that it’s okay for the retail environment to be ugly as sin, because pretty is a waste of money. The tragedy of the common store front sign We turn a blind eye to the many unpleasant consequences of automobile dependency, building subdivisions of double garages with living accommodation at rear. On streets where cars take precedence over cyclists and pedestrians, and in vast mall parking lots which nobody walks for pleasure (given the option, one drives across), low-rise stores are viewed through windshields from afar, their signs restricted by area-of-facade bylaws to thin strips into which text is crammed for “visibility.” Less urban sprawl and taller buildings would help. The big box stores which anchor shopping centres, and chains with their own buildings of sufficient size and distinctive architecture, fare better, but the signage of rank and file merchants is severely compromised before it is even begun. Store front signage is arguably the most visible graphic design in the environment. With the exception of upscale and historic enclaves, the inside of malls, and some of the larger chains, the majority of store signage — for independents and franchisees— is generally a ghastly blight on the Canadian streetscape. Very little of this involves professionally qualified graphic designers. Nick Shinn 2 Graphic Design Journal 7 Pedestrian shopping areas are fine: inside malls, signage does not need to shout at motorists to be noticed, and the same is true of “lifestyle” malls, such as the 2008 redevelopment of the Don Mills Centre, a mid-century modern atrium-style mall, into The Shops at Don Mills, a neighbourhood of shops with spaces where pedestrians may idle, and an emphasis on walkability. However, the overwhelming majority of retail developers rarely provide buildings with the proper architectural features to accommodate a variety of individual signs, and it is crucial that signage be integrated into the design of a multi-unit facade, as a distinct element of architectural substance, for a street to have any chance of aesthetic dignity. Making signage an architectural feature doesn’t happen when the emphasis is on reducing cost: there’s an economy for the developer in providing a blank wall and leaving signage to the merchant, just as there is an economy in the merchant commissioning design from a sign manufacturer, and in the sign manufacturer offering design as a service performed by employees of limited design education. None of these steps necessarily leads to disaster, but in general they lessen the amount of quality 3 Le journal de design graphique 7 time and material investment that is put into fascia signage. Down the line the image suffers, with the result that store front signage is at the bottom of the heap for graphic designers. While it may be touched upon in design school as part of corporate identity, it is not a staple of the graphic design profession. There is little incentive: it’s not a remuneratively rewarding genre of work, neither is it creatively rewarding, constrained as it is by elements beyond the designer’s control. In a row of stores, individual signs are side-by-side and willy-nilly, a crazy disharmony which taints all, not unlike a stack of small space ads in a magazine, or banner ads on a website. But worse, signs are often randomly sized or butted up against one another, ignominies that would not be visited upon print or web ads. Like pizza flyers, store front signage is absent from awards competitions; wayfinding systems have the cachet. 2 The sign company or design firm which presents a small-store client with a sign proposal of subtlety and restraint is asking for trouble. The merchant will want it bigger, to snare motorists, and often not just the name, but also a description of products and services offered, with phone number and URL for good measure, cluttering up and defacing the facade. But there are towns where shopping streets are a pleasure to walk, where one’s eyes are not continually offended by aggressive, garish signs with distorted typography; in Ontario for instance, Niagara-on-the-Lake, Huntsville, and Orangeville. The game changer is heritage zoning. 3 2. Type is distorted according to the “Make It Big” principle. Toronto. 4 Graphic Design Journal 7 3. Considered as a whole, this row of sign awnings is system design with insufficient system, typified by the lack of a colour palette. Things wouldn’t be quite so bad if all merchants restricted their signs to a simple logo (as the franchisees do), but most cannot resist the temptation to bulk up with superfluous information and cram to the margin, lowering the tone of not just their establishment, but the whole strip. Etobicoke. In 1985 a provincial planning act (the Ontario Heritage Act) allowed for the provision of heritage zones, and certain towns, prompted by a broad variety of stakeholders—residents, historical activists, heritage-attuned BIAs (Business Improvement Areas), merchants, councillors and civic staff—began to place historically sensitive restrictions on signage. Now that municipalities post their bylaws on the Internet, they have become very aware of what each other is doing, which has facilitated this zoning movement. 5 Le journal de design graphique 7 The most significant aspect of the trend has been the prohibition of back-lit and neon signs. Although this is ostensibly to avoid anachronism in pre-electric developments, the result has been to turn down the volume, as it were, and allow design space for subtle and tactile qualities to emerge, away from the vulgarity of the vinyl cut. This parallels another trend —the adoption of hand-made and hand lettered signs in hip neighbourhoods, a high-touch antidote to the hegemony of high-tech culture, with nostalgic overtones. Another incidental benefit of heritage zoning is a self-regulated harmonization of style, towards the classic, because merchants are very much aware that there is a group identity to the street, which they’ve all bought into, otherwise they wouldn’t be there, they’d be out in a suburban mall. Perhaps the most distinguished example of historic zoning is postcard-perfect Niagara-on-the-Lake. There, submissions for store signage must not only conform to the bylaw, but also be approved by a heritage committee. Colour guidelines that complement the historic streetscape are posted online, and merchants are encouraged to keep things simple, avoiding excessive “earlying up” such as ye olde blackletter script. The success of Orangeville’s heritage zoning informs its newest shopping development, Westside Market Village. While its older malls are magnificently bleak and nasty tracts of tarmac and concrete, Westside Market Village channels the historic vibe of Orangeville’s downtown Victorian main street, Broadway, incorporating the traditional two-tone decorative brickwork of 19th century Ontario and the staggered cornice profile of its main street facades. Although the anchor stores have backlit signs, the small-store strips —always the weakest link— feature formalized, standard-sized sign-plates illuminated from above by goose-neck lamps. The signs are not substantially integrated into the architecture (seeming somewhat like add-ons) and the borders are a bit busy and large, but the overall effect is a dignified improvement over the typical random mess. 4 5 4. The developer has gone to the trouble of embellishing this facade with two-tone tiling, smartly coloured siding and pediments above the doors. But there is poor provision for signage, which has consequently been squished into long thin boxes that don’t align nicely with the other architectural elements of the building, destroying any harmonious proportion and logic it might have had. Orangeville. 5. Sometimes, one wonders if this is a civilized country. Orangeville. 6 Graphic Design Journal 7 6. Westside Market Village, Orangeville, Ontario. Architectural nostalgia informed by the town’s Victorian main street, Broadway, featuring the traditional staggered cornice profile and two-tone decorative brickwork of 19th century Ontario. Rexall Pharma Plus abuses its anchor tenant privileges with loudmouth branding: an incongruous, out-of-scale and garish backlit sign. 6 7 Le journal de design graphique 7 7 Westside Market Village, with its sign boards designated as part of site plan approval, points a promising direction for future improvements to main street and mall Canada. The onus is on local councils, developers, builders and architects to set the stage and make things easy for the sign industry to do a good job for clients—because when the prime movers ignore their responsibility to provide a suitable frame and canvas for signage, they allow this final design element the leeway to spoil otherwise commendable projects. Who knows, eventually graphic designers may even become more involved in adding value to this aesthetically impoverished sector of the built environment. n 7. The signage of small leasees is discreet: no backlighting, and carefully detailed, standardized sign boards. 8. Newly built units await tenants: despite the attractive scale and modulation of the strip, the signage to come will suffer from “blank wall syndrome”—i.e. it will be superficial, not a substantial, fully integrated architectural feature of the building. 8 8 Graphic Design Journal 7 9 Le journal de design graphique 7 1 WHEN BOOKS WERE BOOKS A trip back to the mountain culture publications of yesteryear Story and photos by Chris Rowat I first met Cameron Treleaven at the 2007 Banff Mountain Book Festival. His small but overflowing table of books was stuck in the corner, lost amidst the numerous booths of current publishers and authors. The quantity of new books on display at the festival was overwhelming, and I browsed without much focus—until I found Cameron’s booth. Unfamiliar books stared at me from simple wooden shelves. I was riveted by their appearance. They looked strange. The titles were long and formal. The placenames were familiar, but everything else about them was new. As I flipped through Cameron’s 100 or so books on display, I realized I had arrived at the source. These were the original mountain books that contained the original mountain tales: first ascents, first explorations and the epic adventures that have inspired generations of dreamers to explore the mountains of the world. On the surface, these old books look more or less like the books of today; they have pages, words and images. But after that they bear little resemblance. The typefaces are unfamiliar. The colours more muted. Some only use text on the cover, while others have intricate foil stampings depicting abstracted landscapes. There is little in the way of photography, but the few books with photos print them with Ansel Adams perfection. 10 Graphic Design Journal 7 There are fascinating illustrations and engravings. In the era of desktop publishing and short-run, on-demand printing, these books are cultural treasures akin to long lost relics. And finding them is just as difficult. Old books look the way they do partly because of what was technically feasible at the time. Text pages were printed “letterpress,” with raised metal type, while photographs were printed “photogravure,” with metal plates etched with acid. These two processes were radically different and hence were printed separately. That’s why very old books have separate image pages or “plates,” devoid of text, and sometimes on different paper. Over time, with the advances in printing technology, it became possible to combine words and images on the same page. Book designers were free to explore new layout possibilities: text beside images, text over images. As you peruse Cameron’s books, you can almost date them by how they look. It’s an archaeological dig— Cameron is a trained archeologist—complete with the unique sensory experience that comes with handling old books: the worrisome sound of the spine cracking as you open it, the soft feel of the fragile paper, the musty smell of disintegrating paper lingering on your hands long after you’ve put the book down. 11 Le journal de design graphique 7 4. Alpine Flora of the Canadian Rocky Mountains, Stewardson Brown, 1907, 1st edition. A beautiful example of stylized lettering. 5. Through the Heart of the Rockies & Selkirks, 1921, published by the Government of Canada, Department of the Interior, 1st edition. This series of books promoted the National Park system, and included editions on Jasper and Kootenay Parks. A common but clever technique when printing with limited colours was to use the paper as an extra free colour in combination with the gold and black inks. 2 3 1. The Challenge of the Mountains, 1909, published by Canadian Pacific Railway. This series ran for about 10 years, promoting the Rockies, and the CPR hotel system, to North American and European travellers. Each cover featured a painting, many of which became emblematic of the CPR and Rockies’ heyday. It is worth noting many of the cover paintings featured a female mountaineer, quite progressive for the time. 2. Round About the Rockies, Charles W. Stokes, 1923, 1st edition. The illustration is printed separately and glued onto the cover. Labour was cheap at the time, and this was an easy way to add value to the cover. 3. The Glittering Mountains of Canada, J. Monroe Thorington, 1925. The dust jacket has the identical text on the back cover, and the panoramic photo wraps around it, including the front and back flaps. Note that the text on the image is hand lettered. It is rare to find pre-Second World War books with their dust jackets still intact. Dust jackets were often printed on poor quality paper and not intended to last. 4 Why are we so fascinated with old things? Is it simple sentimental yearning? Is it holding a physical object that’s 100 years old, perhaps the last of its kind? Or maybe reading the original book is like listening to the tale told for the first time, the voice of Shipton or Kain or Palmer speaking to us as if they were still alive. And by connecting with them, and with the past, we feel more in touch with the present. Whatever the reason, we will always need book hunters like Cameron Treleaven. For more information visit aquilabooks.com. n 5 12 Graphic Design Journal 7 13 Le journal de design graphique 7 8 6 14 7 Graphic Design Journal 7 9 6–7. Cover and spread from Mountaineering and Exploration in the Selkirks, Howard Palmer, 1914. The illustration on the left-hand page was printed separately from the text pages of the book using a process known as photogravure. The impression left by the edge of the bevelled photogravure plate can be seen around the photograph. The term “plate” still exists today, often in reference to a section of special images within a book. In this book, every plate is protected by a tissue insert, printed with the caption information. The tissue prevented the more acidic ink of the plate from offsetting onto the facing text page. These labour-intensive printing processes were once commonplace, but are now the domain of a handful of specialty craft printers scattered around the world. 8–9. Summits & Secrets, Kurt Diemberger, 1971, 1st edition. The autobiography of one of the world’s foremost mountaineers. As technology and techniques evolved, so did the possibilities for book designers. Though not a landmark example, this book shows the dramatic change in style that accompanied technological progress. It is interesting to note that today, for the price of a nice mountain bike, you can buy software that has embedded within it the collective knowledge of 500 years of printing. What once employed legions of artisans and craftspeople now takes place on your laptop. 15 Le journal de design graphique 7 14. In the Heart of the Canadian Rockies, James Outram, 1905. Includes the first ascent of Mount Assiniboine. This book is a cornerstone of Canadian mountaineering publishing. 16. Trail Life in the Canadian Rockies, B.W. Mitchell, 1924, 1st edition. Interestingly, this cover reuses the same art from the cover of James Outram’s book (fig. 14), almost 20 years later. 15. Untrodden Peaks and Unfrequented Valleys, Amelia B. Edwards, 1890 reprint. Originally published in 1870, this is a fine example of a Victorian-era cover. This kind of multicolour embossing was a popular technique at the time. Edwards was an early female traveller, adventurer, and Egyptologist who wrote numerous books about her exploits. 16 10 11 10. The Selkirk Mountains: A Guide for Mountain Pilgrims and Climbers, 1912. Normally attributed to A.O. Wheeler, the copyright page includes Elizabeth Parker. 11. The Mountain World, vol. 9, 1966–67, published by The Swiss Foundation for Alpine Research. This journal ran from 1953 to 1969 and covered mountaineering around the world. 13 12 16 Graphic Design Journal 7 12. Where The Clouds Can Go: The Autobiography of Conrad Kain, edited by J. Monroe Thorington, 1935, published by the American Alpine Club, 1st edition. This copy was owned by William S. Ladd, who was president of the AAC from 1929–31 and climbed with Kain. It also contains personal letters between Ladd and Kain. The book is worth $500. 13. Camping in the Canadian Rockies, Walter Dwight Wilcox, 1896, 1st edition. One of the first books on the Rockies. 15 14 17 Le journal de design graphique 7 17 17. Everest 1933, Hugh Ruttledge, 1934, 1st edition. An early example of text being positioned over a photograph. 18. Mountains of Tartary, Eric Shipton, 1951, 1st edition. This is part of the Shipton/Tillman suite of 15 books and a beautiful example of an illustrated dust jacket printed in four solid colours. 18 18 Graphic Design Journal 7 19 Le journal de design graphique 7 19–22. In print for over 100 years, and still going strong, these two editions of The Canadian Alpine Journal, separated by almost 80 years, show the evolution of an icon. Above: vol. 1, no. 2, 1908. Note the different paper used for image pages. The smooth, shiny paper allowed for better printing of photos. This format lasted until 1970. Below: The CAAJ, 1990. With the evolution of mountaineering also came evolution in design. Words and images were easily woven together to tell the story in a way that wasn’t possible 80 years previously. Cameron has a complete set of the CAAJ, from 1907 to today. 19 20 21 22 20 Graphic Design Journal 7 21 Le journal de design graphique 7 Designers are usually the first to take note whenever a significant corporation changes its identity—for better or for worse. They aren’t shy to voice their opinions or post their comments online. And when a logo that is perceived to be “timeless” becomes redesigned beyond recognition, the industry at large seems to mourn the loss. In this digital world, much to the demise of the design community, designers have discerningly watched companies carelessly overdecorate their Modernist identities with gradients and meaningless Photoshop effects. THE FORGOTTEN HISTORY of the GO Transit Logo Greg Cunneyworth 22 Graphic Design Journal 7 EF6C84 / Itsik Marom / Alamy Stock Photo 23 Le journal de design graphique 7 It’s becoming a rarity that a prominent brand would go more than a few years without revisiting or changing their identity. It’s even less likely that a company, who’s been around for multiple decades, would look anything like it did when it was first introduced. But when a brand preserves their original identity for half of a century or more, and still appears modern, some would agree it’s obvious a true masterpiece was created. 1–3. Some spreads from the announcement booklet produced to introduce the new GO Train identity in 1967. GO Transit is one of the few brands to accomplish this. But the designer and creator of the iconic logo is the most under-appreciated Modernist in Canadian design history. Here’s why... It wasn’t until 2008, more than 40 years since the GO Transit logo was designed, that Frank Fox, creator of the logo, was widely known for his work. Despite the success of the brand and GO Transit itself, Fox has been overshadowed by other, more popular Canadian Modernist designers like Allan Fleming, Burton Kramer, and Jim Donoahue. 1 A few years ago, while I was studying graphic design in school, I wrote a paper on the history of the GO Transit logo. During my research, I contacted Frank Fox directly, now a retired NSCAD professor, and asked him to recall his memory on the creation of the logo. In an email, Fox states, “Over the years [Gangon/Valkus] had developed a good working relationship with the advertising agency, McConnell Eastman. They were the ad agency for CN and had the contract to produce an brand for the Ontario government and the new transit system for the city of Toronto. With the support of CN, Gagnon/ Valkus was given a contract to develop the [GOTransit logo] under the umbrella of McConnell Eastman.” At the time, Gangon/Valkus was owned by Jim Valkus who opened the office in Montreal and partnered with painter/filmmaker/designer Charles Gagnon, to develop the CN corporate identity as well as to compete for Expo ‘67 contracts. Fox remembers how the team came to a quick resolution to the project. They wanted to bring the initials of the Government of Ontario, into a unified logo. “I started working on it conceptually right away. We started thumbnail sketches and in one of those surprising things that happens every now and again, the actual concept of the GO symbol came up very quickly. We were thinking of two circles with a letter “T” somewhere in them. We had cut out two circles, then literally put a square into the circle, then “Bingo,” there was the G, in green, and we could lay a white “T” on it.” 24 Graphic Design Journal 7 2 3 BRB7AC / Bill Brooks / Alamy Stock Photo 25 Le journal de design graphique 7 Fox also says that sometimes a design becomes a happy accident. “We had this feeling among us that this couldn’t be true. We went off trying many other solutions, but nothing else was good enough. I know we were surprised, this thing happened rather quickly. We played with the proportions a bit, because we did not want the overlying “T” to disappear, when the logo would be reduced in size.” Massimo continues to say that, “Timelessness requires a certain amount of dignity and strength, virtues completely missed by the GO Transit logo. Pretty, yes, appropriate, no.” For him, appropriateness should be at the core of any solution, otherwise the problem has not been solved. “Prettiness is not enough,” he adds. Regardless, the GO Transit logo has become significantly woven into the cityscape of Toronto and is an prominent identifier of the transit system that 50 million people ride each year. It’s unmistakably one of the most iconic brands in Canada and has certainly achieved an enviable goal that most designers only dream to accomplish. Fox admits “A lot of the work in the office was done in a collaborative way. This meant that ideas and concepts were developed in an atmosphere of team spirit. The GO symbol evolved very much in that manner.” Jean Morin was also one of the designers working at the Gangon/ Valkus office and as Fox states, was “a ‘key person’ during the design process and should also be given credit.” However, not everyone agrees that the GO Transit logo is a true masterpiece. Massimo Vignelli, famous Italian- American modernist designer and creator of brands like Knoll, JCPenny, and American Airlines, feels the GO Transit logo is too ‘playful’ for a government transportation system. Greg Cunneyworth is Creative Director and Co-founder of We Make Nice Websites, a digital design agency located in Rochester, NY. He graduated from the Rochester Institute of Technology in 2009 with a Bachelor of Art in Graphic Design. If Massimo feels that timelessness requires a certain amount of dignity and strength, why has GO Transit lasted for of so long? In July of 2013, GO Transit announced a slight adjustment to its colour hue, the first revision in 47 years. But with no other changes in sight, one must wonder if a signifiant change, like the one Massimo suggests, could ever be made to it? How would the City of Toronto react to a such a distinct change? And would it break the confidence in the riders, or help it? The GO Transit logo is essentially unchanged from the original release in 1967 with the exception of it going under one minor revision a few months after its release. The original design had the ‘G’ and the ‘O’ slightly touching. Today, a gap between both letters, and a white ‘T’ distinguishes the letters prominently. The change may have been subtle but it made a big impact and has stayed true to this day—a true testament to its timelessness. Soon after the final draft was finished, Fox states, “We made a presentation to McConnell Eastman in Toronto of the original concept, showing the GO symbol and it’s potential application. The development of the concept, etc. was a collaborative effort by members of the Gagnon/Valkus office. After that presentation and an okay from the client, McConnell Eastman took over from Gagnon/Valkus and our role diminished.” About the Author 4 4. Speaking notes from the presentation of the GO Transit identity in 1967. Some feel that GO Transit should be applauded for trusting the work of Frank Fox— they didn’t change the design for the sake of change like other brands have done or add any meaningless shimmer to make it look 3-dimensional. What would Paul Rand say if he could see the current abc or UPS logo as they are today? Fox, who has been modest about his own work, hasn’t asked to be recognized for it. The GO Transit logo, which can be seen on every train, bus, and GO advertisement in the GTA, proudly speaks for it self. Fox may never admit it, but I bet he knew all along the GO Transit logo would still be in use almost 50 years later because he designed it with the intention to function not with the concern of aesthetics. Besides, isn’t that the real definition of design? n Massimo confidently states that there are less ‘gimmicky alternatives.’ “I think, that it could have been more dignified. For example a plain Futura Heavy or similar typeface, could have been more appropriate for the task. In the GO Transit logo, the letters ‘GO’ are too toy like and the resulting sideway ‘T,’ is not serious. I like the idea of the two discs, as formed by the letter G and O, but it could have been achieved without contriving the letters. A transit system should convey the feeling of reliability, which is just the opposite of playfulness. I find the logo rather ephemeral as style therefore not timeless.” 26 Graphic Design Journal 7 27 Le journal de design graphique 7 1 FROM THE CAN TO THE PLATE The maple leaf as the symbol of Canada My family and I landed as immigrants in Pearson International Airport February 2, 1978. It was dark and cold, the wind was blowing hard and there was the maple leaf flag weathering blizzard conditions in an open field, stoically welcoming us. I had seen the Canadian flag before. Printed in maps and books, and live for the first time at the Embassy in Madrid where it was hanging limp, wrapped around the flagstaff behind the front desk. It looked sad; flags are meant to be outside, being torn to pieces by wind and rain. The one at Pearson was. It looked stiff, like those planted by astronauts on the moon, cut out of cardboard, except that this one was translucent; I am not sure where the light came from because it was dark all around, but the flag was glowing. It looked so natural, no planets, unicorns, hammers, just a leaf... a dead leaf to boot. I asked myself who designed the Canadian maple leaf flag. How and when did the maple leaf gain this special status? Roberto Dosil 28 Graphic Design Journal 7 29 Le journal de design graphique 7 The maple leaf was a brand long before it became the official national symbol. The forces of commerce and government, and more importantly, the people of Canada had already recognized it as such. In 1895, the enterprising Victoria Canning Company of British Columbia was the first company to register the use of the Maple Leaf as an export brand. It can be said that the leaf started lobbying then for international recognition. The records of the Canadian Intellectual Property Office demonstrate that thousands followed, and to this day, the trend continues. Government was not far behind when in 1897 called a competition inviting women to paint Canadian imagery on blank Doulton plates; however, the 130- piece service never went into production. Finally, in 2005 a porcelain Maple Leaf Service was commissioned by The Right Honourable Adrienne Clarkson and designed by Bill Reddick, of Picton, Ontario.1 From a label to a dinner set, in the short span of 110 years the maple leaf made it from the shores of the Fraser River to Rideau Hall. 2 6 3. This General Service Badge of the Royal Canadian Regiment was worn by its members who served in South Africa in 1899, further evidence of the early and widespread use of the maple leaf motif in the Canadian military. 4. 77th Canadian Infantry Battalion, First World War. 5. Queen’s Own Rifles of Canada, Second World War. 3 1. As the Flag Debate came to a boil, this design being promoted by the Native Sons of Canada drew broad support. It appears to have originated in Quebec in the 1930s, when it was proposed by the Ligue du drapeau national and promulgated by means of a booklet entitled Pour un drapeau national/For a National Flag. 30 Graphic Design Journal 7 Its province of origin may be part of the reason Réal Caouette and eight other members of the Crédiste caucus in the House of Commons publicly supported this design, which was green and white with a red maple leaf in the centre. (The photograph and model date from 1958). 4 2. The first registered Canadian trademark to employ Canada’s emerging national emblem was the Maple Leaf Brand trademark of the Victoria Canning Company of British Columbia, registered in 1895. But before 1895 there were probably many hundreds of un-registered commercial insignia 5 that marked their wares with the sign of the maple leaf. 31 6. A souvenir of Canada circa 1938. Although the sugar maple doesn’t grow anywhere near the Rockies, here its leaf helps say western Canada. The postcard itself provides a nice visual summary of the symbols that faced off during the debate of 1964: the Union Jack and the Red Ensign on one side of the flag divide, the maple leaf and other home grown emblems, like this iconic Mountie, on the other. The equivalent postcard could be purchased today, sans Anglo references. Le journal de design graphique 7 In the process, it has been hanging out with beavers and astronauts, it branded hockey, lacrosse, and basketball teams, bus lines, marketing boards, motels, and North America’s oldest brewery. It has been part of the Canadian military forces identity since 1899, and the national airline since 1939. It has also found its way into postage stamps, songs, poetry, and stereopticon images. 7. In the years leading up to Confederation a number of publications employed the “native” Canadian symbol as a picture or in words, among them a periodical anthology of proose and poetry that began publishing in July 1853 and called itself simply The Maple Leaf. The contents page of the first number reveals a mixture of imported fare from Britain and the United States, including the first instalment of Uncle Tom’s Cabin, with a selection of homegrown writing. 12 15 7 8–10. The beaver took a very brief star turn on Canadian postage. From the 1870s until the 1920s Canada’s stamps usually featured pictures of the reining queen or king. Nonetheless, as early as 1897, stamps dominated by the stern, grandmotherly face of Queen Victoria included a decorative flourish of maple leaves. But the national leaf didn’t take the centre of the philatelic stage until 1959, when it appeared on two postage stamps: The Battle of the Plains of Abraham issue and the St. Lawrence Seaway Opening issue. As with the Quebec Conference Centennial issue of 1964, in each case the now well established Canadian emblem was used in a nation-building context. 11. By the 1900s, most Canadian athletes in international competition had adopted a maple leaf as their badge. Shown here is the 1911 Maple Leaf basketball team of Calgary, Alberta. 32 Graphic Design Journal 7 16 8–10 14 11 13 12. The maple leaf appeared with increasing frequency during Canada’s early years. In 1909 when it came to costuming “Our Lady of the Snows” (a metaphor coined by Rudyard Kipling) for a stereopticon image, the model simply had to wear a maple leaf pullover. 13. Since April 1939, when Trans-Canada Air Lines launched its passenger service with flights between Vancouver and Montreal, the airline has always flown under some version of the maple leaf. It changed its name to Air Canada in January 1965, just before the new flag became official. 33 14. The Air Canada logo from 1973, designed not long after the new flag was born, clearly belongs to the same design family but doesn’t nearly have the same presence. 15. Some of Canada’s most ubiquitous and successful enterprises communicate their nationality by means of a maple leaf. Canadian National Railway Company dropped the leaf in favour of Allan Fleming’s modernist letterforms in 1961. 16. The Toronto Maple Leafs is one of the most recognized leaves in Canada, even though it’s blue in colour! Le journal de design graphique 7 By the time, that in 1963 Lester B. Pearson made the creation of a national flag for Canada an election promise it was taken for granted that the flag would include a maple leaf. The parliamentary committee charged with selecting the flag received almost 6,000 design proposals from the public. Many of these proposals included Union Jacks and the fleur-de-lys, grizzly bears, geese, salmon, moose, the north star, aboriginal symbols, crossed hockey sticks, and of course an overwhelming amount of maple leaf interpretations. 21 The leaf was so widely accepted as a distinctly Canadian emblem that no other candidate—including the biggest rival, the beaver—stood a chance. The maple leaf had no political affiliation; and nobody owned it. It was present in native cultures and embraced by European settlers; it engaged all people. Anyone could look at the maple leaf and see an unassuming, neutral symbol that posed no threat to their identity or interests. Besides, why would a self-respecting country adopt as a symbol a rodent that often forgets to get out of the way of a tree it has felled.2 17 22 19 23 18 20 25 34 Graphic Design Journal 7 24 17–25. In its determination to consider all reasonable possibilities, the 1964 Flag Committee reduced the thousands of designs submitted to the government by Canadians since the end of the Second World War down to a visual pool of a few hundred. It is interesting to speculate how they decided which designs made this first cut. The selection reproduced here, now held at Canada’s National Archives, ranges from the refined to the jejune but indicates the tidal wave of creative energy the flag question released. 35 19, 20, 21, 23, 24 and 25 were among the nineteen designs shortlisted from the almost 6,000 designs considered in 1964. 19. Artist unknown 20. Adam Casson 21. Alain J. Esariste 23. George Bist 24. Arnold Weir 25. Alma Diebolt Le journal de design graphique 7 26 Any number of people could and did claim to have ‘designed’ the maple leaf flag. Each of them contributed; but the truth is that the maple leaf flag was created over the course of about two hundred years by the people, which identified with it and adopted it to mean ‘Canada.’ n With excerpts from: Archbold, Rick. I Stand for Canada: The Story of the Maple Leaf Flag. Vancouver, Canada: Stanton Atkins & Dosil Publishers 2002. Reprinted by permission of the publisher. Sources Gotlieb, Rachel. “Home Plates.” The Globe and Mail, 7 October 2006 27 26. The maple leaf on the front cover was red and so were quite a few faces at Weekend Magazine when the popular Saturday supplement, which appeared in newspapers across Canada on January 23, 1965, flew the wrong flag. This was the earlier thirteen-point version, not the final eleven-point design [both drawn by Jacques Saint Cyr]. On Monday January 25, the Weekend switchboard “exploded with calls asking why our flag on the cover had 13 points.” Sacks of mail soon followed. Which all went to prove “the pundits who claimed Canadians were bored with the flag shenanigans are dead wrong. Canadians are very much aware they have a new flag, and take a passionate interest in it.” 28 36 Graphic Design Journal 7 37 27–28. Canadians have an interesting relationship with superheroes. They invented one of the most famous comic book superheroes (Superman) yet they tend to tear down real-life heroes whenever they get too full of themselves. In the early 1940s, homegrown comic book heroes flourished, including Nelvana of the Northern Lights and Johnny Canuck. After competition closed down most Canadian comic book publishing in 1947, these mythic figures disappeared until the 1970s, when they often reappeared in satiric guises, poking fun at the whole genre. One of the first of this new breed was Winnipeg artist Ron Leishman’s Captain Canuck, the first superhero to wrap himself in the new flag. A more recent Canadian-born superhero is Northguard, who first appeared in 1984. Le journal de design graphique 7 US design education prepares for careers in the past, is standing on the edge of the abyss, looking away and singing kumbayah Bernard J. Canniffe Abstract: This paper will highlight how, in the United States, design education persists with the same pedagogy, by preparing students for careers that no longer exist. Educators seldom ask what is motivating design, and more importantly, what role design is playing in society at large. Fifteen years ago The United Nation’s Millennium Report predicted that if the world’s socioeconomic trends do not change then the future would look like this: the world’s poverty class will grow exponentially; the world’s middle class will disappear; a world super-rich class will emerge. The Report sounds more like a prophecy today in light of the economic recession of 2008 and the subsequent lopsided recovery, rather than a projection when it was first issued. We continue to find ourselves at a planetary tipping point with: the icecaps melting; fossil fuels destroying the environment yet becoming scarcer as our dependence continues unabated; and our efforts to reverse the damage we have done to the planet and its inhabitants are a mixed bag at the very best. 38 Graphic Design Journal 7 Against this dire need, a majority of design educators continue to think in a vacuum and teach in a bubble. Many are either unwilling or incapable to bring societal, economic, cultural and political discussions into their classroom. By failing to bring these discussions into the studio classroom, institutions are graduating students who are one-dimensional and can only understand the world through the lens of graphic design as a service. The service-provider model does not work today because many businesses and communities are looking to designers to help them understand where they fit and to help them understand who they are. These types of questions might be a reaction to globalization or they may be fulfilling a societal need for design to play a bigger and more comprehensive role. Whatever the actual reasons are, communities and corporations are calling for a new type of designer, a new type of educational experience, and finally a new breed of educator. Yet the issue cannot simply be solved by developing a new educational experience and looking for a new type of student and instructor. The elephant in the room is tuition cost, and if we do not first solve this, then the other things cannot come to the forefront. In the US, student debt, and specifically private college design student debt, is crippling and prevents students from making their dreams a reality. They graduate with more debt than their starting salaries can sustain. Educators are called to fuel student aspirations and prepare them for the future. But the sad fact is that many institutions are institutionalized and the only way they understand their future is to continually raise tuition, while at the same time offer the same educational delivery system as they have always done. The design profession and design education must work together to address and solve this imbalance. If we do not engage and work together we are designing ourselves into an uncertain and fragile future. Keywords: Social Community Collaborative Participatory Economic Cultural The paper will also provide a theoretical construct of how to prepare students for multiple careers within the design field as well as prepare them to be adaptive thinkers and cultural responders. Finally, the paper will demonstrate the failures and successes of leading students through this new and unchartered territory by including several project case studies. 39 Le journal de design graphique 7 Illustration: Andrea Monterroso Scientists agree that we are at a dangerous point in regards to climate change—a planetary tipping point. Politicians appear to be incapable of working together to create policies to reverse these calamities, and they lack the vision to enthuse the population to care. We live in a world that embraces and rewards a societal malaise of apathy—as long as my way of life is not threatened, I don’t care what is happening. Against this background, student debt, specifically design student debt, is crippling, and prevents students from making their dreams a reality and taking on big issues. They graduate with more debt than their starting salaries can sustain. Students are, quite rightly, outraged about continued tuition hikes.2 “You can hold back from the suffering of the world, you have free permission to do so, and it is in accordance with your nature. But perhaps this very holding back is the one suffering you could have avoided.” — Franz Kafka I love the title of the book, The World Must Change, by Ten Duis and Haase. This book celebrates the history of Dutch graphic design and traces how Dutch designers were motivated by idealism to change the world. Today, we are compelled to ask does the proposition that “The World Must Change” hold true and can we be motivated by our idealism? Circumstances dictate that we must continue to propound these questions. Fifteen years ago, the United Nation’s Millennium Report predicted that the world’s poverty class would grow exponentially; the world’s middle class would disappear; and a small super-rich class would emerge.1 The Millennium Report appears to have been looking into a crystal ball. The Report identified the world’s central challenge as ensuring “that globalization becomes a positive force for all the world’s people, instead of leaving billions of them behind in squalor.” The Report advised that the remedy to the economic disparity lies in a global economy that has a “more solid foundation in shared values and institutional practices—it must advance broader, and more inclusive, social purposes.” Design needs the middle class to survive, and poor people do not have the luxury of being handed badly designed products. We are compelled to engage with the disenfranchised, and it is a detriment to all when we do not. 40 Graphic Design Journal 7 This quote seems as important as ever. Regardless of our own challenges, we have the choice to engage or not. If we do nothing then, sooner or later, it will come knocking on our door, in one way or another, whether the knocking is from inside of us or from the outside actions resulting from our societal neglect. Can design occupy the space that Kafka describes? And if it can, then what would this space look like? The Future of Design Education The question is who will address and define graphic design’s response to the state of the world—Educators? Educators are called to fuel students’ aspirations and prepare them for the future. But the sad fact is that many institutions are institutionalized; and the only way they understand their future is to continually raise tuition, while offering the same educational delivery system as always. The design profession and design education must work together to address and solve this imbalance. If we do not engage and work together, we are designing ourselves into an uncertain future. This uncertainty could be made more fragile if tuition increases in higher education are the next economic bubble.3 If this is true, then not only will there be a student debt crisis, but many colleges and universities will disappear. If students cannot afford to attend colleges and universities because of the tuition cost, then student enrollment will drop. Lower enrolled programs will close because they will no longer be fiscally viable. In some cases entire institutions will close their doors either from mismanagement, or from not being nimble enough to change their curriculum or because of fiscal irresponsibility. There may already be some indicators that this is already happening, and here are three examples: On Friday, September 14, Robin Forman, Dean of Emory College of Arts and Sciences, released a letter stating that Emory University would be closing their Visual Arts Program. The economic downturn in 2008 has led to many liberal arts colleges and universities across the country reshaping their curriculums. In many cases this reshaping is not enough or responding fast enough.4 The College of Visual Arts in St. Paul will close its doors in June 2013 because it was unable to weather the current economic crisis and continue to meet the financial and academic needs of its students.5 In September 2014 the Corcoran Museum and College of Art and Design, located in Washington, DC, closed its doors 125 years after it had opened.6 The educational model for graphic design must change. Both the scope of the profession and the marketplace’s expectations for what graphic design should deliver have evolved dramatically in the past thirty years, necessitating a shift in how graphic designers are trained to meet those demands. However, the educational delivery in US design schools has either resisted or been incapable of meeting these demands, resulting in a widening gap between educational instruction and professional practice. Students seek a realistic and professional educational experience grounded in design theory and history, which is not only important to their education, but also necessary for acquiring the appropriate skill sets to enter the competitive work place. Graphic design instructors are faced with the complicated task of giving students both technical and theoretical skills in a discipline that is segmented and structured. The resulting assignments end up being ‘artificial’ projects with open, generous parameters and easily achievable time constraints. If instructors buck this pedagogical trend and attempt to implement real-world projects, they are faced with the struggle of first finding an appropriate client and project, second identifying a workable budget, and third engaging a willing client committed to enriching the educational experience of the students. The typical result has been the implementation of various classroom design assignments, which fit neatly into the academic structure, yet these types of projects lack the professional benefits necessary for the students’ development. Thus, the students end up lacking experience in client management, project management, team-centered solutions, access to and engagement with target audiences, and development of multiple delivery vehicles—ultimately missing the opportunity to create workable design solutions for the real world. As corporations and businesses compete in a marketplace that is global, complex, fast moving, culturally sensitive and volatile,7 graphic design education needs to embrace and meet these challenges. It should also be noted that very few College and University graphic design programs have courses that focus on preparing students to engage in and with disenfranchised communities to develop innovative, entrepreneurial and sustainable projects. It’s far easier and more predictable for instructors, for example, to deliver theoretical posters projects for fantastical events like designing interiors for multi-million dollar homes and hotels. The critiques become backslapping occasions where everyone is praised for their creativity. The entire class coming together to join in a resounding chorus of singing Kumbayah concludes the critique. These educational delivery problems are made worse because instructors, for the most part, are only teaching, reading, researching and responding to graphic design. They are working in a bubble and teaching isolationism from what is occurring in the society at large. This isolation may have been appropriate in the 1970s, but not today. Another factor to consider is the type of student who is entering undergraduate graphic design programs from high school today. Educators are confronted with a completely different type of student that came to graphic design, say fifteen years ago. The high school student of today embraces social media and understands technology, they are interconnected and have the ability to multitask, as well as being adaptive learners and deeply caring about global social and environmental issues. Many higher educational programs find it very difficult to adapt their curriculum to respond quickly and nimbly. Many programs find it impossible to change their circumstances and develop programs that match the needs, desires and expectations of today’s incoming students. The higher educational system bureaucracy is too slow, ill prepared, risk adverse, and designed to maintain the status quo. Change is hard, because many curricula changes have to move from one committee to another. First, the department needs to meet, discuss and vote. The College and University Committees follow these exact same processes of discussion and voting. It is important to note that each committee can suggest changes and vote to approve or deny what is before them. If changes 41 Le journal de design graphique 7 are needed to the proposals then it has to go back down to the lower committee. It takes time, a great deal of time, to convene committees, deliberate and then vote. This system is made even slower because there is another committee that has the authority to ultimately pass or reject certain and substantive changes. In many US Universities, the final decision is made by a State-level appointed committee, and at many Colleges, the Board has the final say. This, as you can imagine, is a slow and demoralizing process. It has been said that academia moves at a snail’s pace and the world is moving at light-speed. It is no wonder that many institutions are teaching in the past for students who are looking to the future. This widening educational gap can be seen in the following four charts. They highlight and emphasize different academic structures in graphic design education and provide examples of what can happen if nothing is changed to the curriculum; what happens, over time, if no change continues; what happens if change happens and finally the possibility of continued and substantive change continually occurring. Graduating High School Student High Desire High Enthusiam Understanding of technology, world-issues, social media and the possibilty creativity We live in a complex interconnected world that is paradoxical because, at the same time, it is more fragile and disconnected. We need to educate students to be adaptive thinkers, experiential learners, and entrepreneurs with an understanding of social and economic issues as well as graphic design. We need to be clear that graphic design should be taught in the context of all these other important factors/issues. The Importance of Entrepreneurs The importance of preparing students with the skills to create their own career path seems more important now than ever. Economist Justin Wolfers gave an interview on NPR’s All Things Considered, hosted by Melissa Block, on September 27, 2011.9 At the time of the interview, Wolfers was a Professor of Business and Public Policy at the University of Pennsylvania’s Wharton School. The interview entitled, “Who Are The Job Creators,” was a reaction to the Republican Party critique on the Obama administration’s policies that would allegedly hurt “job creators.” Graduation into Profession Courses. Print-based and formulaic. Project outcomes are restrictive, and course titles are name after delivery vehicles: e.g. Poster Design Generalist. Student is not prepared for career. Has been taught in the past and caught in the middle “Wolfers argues that, although there are many small businesses in the United States, and many new businesses fail over time. A dry cleaning service is a small business and so are estate agents, hairdressers, lawyers, and doctors.” Wolfers goes on to say that these types of small businesses are not interested in innovation, neither do they bring new products to market. They do not add to the engine of economic growth whereas innovators do. Innovation is at the heart of graphic design, and design is a different animal than small businesses because it has the capacity to bring new ways of making, new ways of thinking as well as being a catalyst by engaging with communities, small businesses and corporations alike, in the creation of innovative strategies and new and previously unconsidered businesses. As designers, we continue to ask ourselves what is motivating design, and more importantly, what role is design playing. Does the motivation come in the form 42 Graphic Design Journal 7 Behar was recently interviewed by the CBS Sunday Morning Show on an episode entitled “Designs For Better Living.”10 Behar has devoted his life to bringing design to the disenfranchised. Graduating High School Student High Desire High Enthusiasm Understanding of technology, world-issues, social media and the possibility of using creativity and technology. Graduation into Profession Student is not prepared for career. Has been taught in the past and is caught in the past. Entry into Art and Design Education Restrictive Educational Experience Student is prevented from building on experiences, desires and skills. Entry into Art and Design Education In this model we can see how failing to change the curriculum affects incoming students. High school students enter the College experience with higher technical skills as well as aspirational goals but the institution fails to challenge the students’ imagination, to help define the students’ careers, and provide skills for students Design as an Agent of Change There are several examples of how the design profession is leading the way and giving hope for the future. One such designer is Industrial Designer Yves Behar. Behar is known for developing a $100 laptop capable of being powered with a fifth or less of the energy that it takes to power a regular laptop. Today there are more than three million of these laptops used around the world. Courses Foundational courses are the high-point in the student’s educational experience. Courses, in majors, are restrictive, and disassociated from each other. Courses have not been changed in many years. Flatline Educational Experience. Student cannot build upon experiences, desires and skills Fig 1. Flatlined Education of business and product innovation that Wolfers’ calls for or does the motivation have to do with investing in poor people in the hope that this investment will lead to a great middle class in the future, and importantly who will lead this charge? Will it be education or the design profession who takes the lead? Fig 2. Declined Education to adapt their skills as circumstances dictate. This system fails to prepare students for careers after graduation. In this model we can see, over time, how the continual lack of not changing the curriculum affects incoming students. The same high school students enter the College experience with higher technical skills as well they are aspirational, and after entering College, they are not academically challenged and neither are they delivered an educational experience that is relevant. This system fails to prepare students for careers after graduation. 43 Le journal de design graphique 7 “There’s a great proverb I learned from Finland that says, ‘The poor can’t afford bad design, cheap design, low-quality design…’” — Yves Behar “A beautifully-made, well-made, high-quality product is understood exactly in the same way here than it is somewhere else.” — Yves Behar Bad design breaks and you have to buy it again, and again—something the poor cannot afford. One example of a corporation that embraces design innovation is the Apple Corporation. Design is integral to everything they do, and every product they make. We emotionally connect to them, and them to us. They define who we are and what we aspire to be. There is a before and an after, and in the after, both our behavior and perception are changed forever. “The notion that because somebody is poor they don’t have the same appreciation for beauty or function is completely erroneous,” said Yves Behar. “It’s incredibly insulting, if you really think of it.” — Yves Behar. His most recent project has been to design glasses for poor kids in Mexico. The Mexican government hired Behar because poor children, who needed glasses, were choosing to go without them, rather than wear the un-stylish glasses that the government had been issuing. Today, millions of Mexican schoolchildren are wearing his glasses. Sophomore and Junior Years 1 Graduating High School Student High Desire High Enthusiasm Understanding of technology, world-issues, social media and the possibility of using creativity and technology Senior Year 2 Entry into Art and Design Education Student builds upon experiences, desires and skills. Student has peak educational experiences and opportunities. In this chart, we can see a logical and first step in providing a program that embraces change. There is an initial period of generalization and the senior year is focused on specificity. It is important to note, that in this model, the high school students’ skills and aspirations are exceeded when they enter college. 44 Graphic Design Journal 7 It is also extremely important to note that some college and university programs have already embraced this model. Because the senior course is structured as project-based, no curriculum changes need to be made to embrace projects that come into the course. Finally, in this model, we can see how the educational structure prepares students for a rapidly changing world. It exposes them to internal design studios allowing students to have experiences with client-driven projects.8 Students also have multiple opportunities to travel, and study outside of the Objectives Outcomes Assessment Courses In two phases. In the first phase students embrace new skills, new ways to think, to strategize, and make. In the second phase students develop their own personal vision, voice and projects. Fig 3. Optimum Education 1 Fig 4. Optimum Education 2 By Program By Year By Semester By Course By Project By Tertiatary Critiique Reviews Competitions Sophomore and Junior Years Graduating into Profession Student is prepared for career. Has been taught in the future and for multiple futures. Can lead today and tomorrow. institution. Finally, it should be noted that the entire experience is nomadic, and the overall educational experience better prepares students in the future and for the future. Reviews by Years Internal Studio 1 Graduating High School Student High Desire High Enthusiasm Understanding of technology, world-issues, social media and the possibilty of using creativity and technology Critiques Individual Group Class Preliminary Critiques; Work in Progress/Process Final Critiques: Refined Project Ideas Final Presentation: Work is Finished There are different outcomes and objectives between each catagory. For example, in the final presentation, the focus shifts from strengthening the creative strategy and shifts into the delivery of the idea. Students will be assessed on their presentation skills, body/verbal language, articulation and attire, along with the creative and technical aspects of their project Senior Year 2 Exhibition External Studio Graduating into Profession Student is prepared for career Has been taught in the future and for multiple futures. Can lead today and tomorrow International Reviews Internship Competition Competitions NOMADIC Experiences Classes inside studios, coroprations, Multiple Critiques governments, Countries Multiple Critiques External Studio Sponsored StudiosStudents and Faculty embedded in profesInternal Studios Real-world projects sional studios (methodology, project-based * Design Center: RCAD learning either real or theoretical projects) ** Design Works: MCAD ***Center for Design Practice (CDP): Reviews MICA Entery-Level ***** Working Class: SCAD Mid-Program International Scholarship Cultural Emersions and Project-Base Learning Experiences Competitions Short and Long Exposures * Ringling College of Art and Design ** Minneapolis College of Art and Design *** Maryland Institute College of Art **** Savannah College of Art and Design 45 Senior Exhibition Le journal de design graphique 7 Preparing Students For an Ever-Changing Landscape In 2013, I came to Ringling College of Art and Design to head the Advertising Design (AD) and Graphic Design (GD) programs, and I was also the interim head of the Business of Art and Design (BOAD) program. Managing three undergraduate departments with students who had different skill sets allowed me to think of potential inter-disciplinary educational opportunities. One such opportunity presented when the Sarasota Police Department (SPD) contacted me requesting assistance in developing a new brand. In my initial meeting with SPD liaison officer, Linda DeNiro, I asked why they needed a new identity and she explained that there were two main reasons. The first was that SPD had a new Chief of Police (Chief Bernadette DiPino) and not only was she a charismatic leader, but was also a visionary on how she envisioned the police engaging in and with communities, the second was that SPD needed to re-engage with the local community with the goal of the community recognizing that the police officers and SPD were both a part of the community and that both constituents needed to work together. I declined the opportunity to produce a new brand, but offered to help them develop creative strategies to engage with and in the community. I was clear that a new brand might be an outcome of developing these creative strategies, but would not be the purpose of the project. Avoiding the project as strictly “brand development” was important for two reasons. First, we needed to move the client away from understanding the role of design as only a service provider. Second, this allowed us to introduce the idea of design as tools for community engagement and strategic thinking—moving from design superficiality into design specificity. I selected a group of nine students for the SPD Project that both comprised of BOAD, GD and AD students. I also selected a Digital Film student to document the course experience as well as to look for creative avenues to engage with the community. Nine students were selected who had web, branding, copywriting, business and entrepreneurship expertise as well as community engagement expertise. One Digital Film major student became the project documentarian whose project became important to him as a portfolio piece, as it was to the course and SPD.11 46 Graphic Design Journal 7 In my experience, the most effective way to engage with community projects is to embed yourself in the community. The most effective way to change behavior is to listen to everyone’s needs, desires and opinions. From listening, the designer can identify the solutions that the community needs, wants and will adopt as their own. Presentation of the BLUE+YOU campaign. And to this end, they met inside the SPD building every week and every week we would tour different areas of the police department as well as having police officers make presentations to us. The presentations were from the K-9 Unit, The Bomb Disposal Unit, SWAT, as well as many individual presentations from senior and junior police officers and community leaders. We toured all departments within the building and attended many police community events. We used the SPD classroom as a venue to present our creative strategies to the police officers. Through meeting with the community and appreciating the physical design of the Police Department building, the creative strategy developed was the launch of a free movie series called BLUE+YOU. The movies were presented on one of the exterior walls of the SPD building. We developed a new brand, a new website and a new methodology and protocol of how to engage in and with community as well as how to engage in and with social media. All these interactions allowed the police to present a face of SPD to the community that was human, welcoming and collaborative rather than solely authoritative, and in return, the community came to respect SPD. I always try to accomplish two things when I teach a course. The first is to make the student experience as real as possible, and second to relate the course projects to the local community. There are larger goals that I am trying to achieve with this framework, which relate to my beliefs about design and design education. I believe that engaging with local communities, organisations and corporations leads to relevant outcomes and provides peak learning experiences for students. I am also mindful whether the institution has the capacity and passion to embrace the socio-economic and cultural issues that face the region and the ability to see the institution as a responsive and proactive engager for social change. It is my fervent desire that art and design education should always be used as a primer for cultural inclusion and social advocacy as well a catalyst that engages locally and affects internationally. SPD Facebook page showing the movie night promotional banner. The BLUE+YOU identifier and showing an example of how the identifier could be made a flexible system. 47 Le journal de design graphique 7 Students interviewed by local media about the BLUE+YOU Campaign. Students tour SPD Building. The course was divided into three phases. In the first phase students went through a series of exercises that focused on using design to engage with and in communities. The second phase was subdivided into socioeconomic, demographic and cultural research as well as research on the SPD, and other police departments throughout the world. This research was essential for us to understand what the Sarasota community looked like and how other police forces were presenting themselves and what they were struggling with. Students also went out into the community and interviewed people. The questions were more aspirational in nature, and not confrontational or directed. For example, we wanted to ascertain what the community felt the SPD was doing well and poorly, and what they would like to see improved. This research helped us understand how the community perceived the larger issues of police, crime and civic engagement. We shared all the research information with SPD in the form of presentations. Each presentation was followed by a series of questions designed to engage the SPD giving them the opportunity to respond to the students’ research. The final phase comprised of developing creative strategies into a single strategy and funneling these strategies and implementing them. BLUE+YOU The creative strategy we decided on was to bring the community and SPD together through the launch of a free movie series, and the movies would be presented on one of the exterior walls of the SPD building. SPD Officer Linda DeNiro listens to student presentation. 48 Graphic Design Journal 7 Press release image. This coming together was also represented in a typographic representation entitled, BLUE+YOU. BLUE+YOU is a simple and malleable logotype—it represents the fact that SPD is empowering the community as well as it reflects a need for a shift in the community’s social experience. Both are connected by the “+” symbol. The “+” symbol both connects and empowers both communities as equal partners for positive change. BLUE+YOU means “WE,” where both communities are in this journey together—they need each other. They cooperate to celebrate positive behavior and positive outcomes. The beauty in this mark is also in its flexibility, and that flexibility is based on the typographic hierarchy. The community, represented by YOU is empowered to engage with SPD represented by BLUE. BLUE serves YOU, BLUE feeds YOU, YOU welcome BLUE, YOU help BLUE, BLUE+YOU. In the promotional movie poster we see the use of the typographic subset that represents the community and SPD coming together to celebrate a community event. The script subset strengthens the primary logotype as well as broadening the experience. For example, how the use of “serves” is used as a manifestation of SPD empowered to engage with the community. BLUE+YOU was used on all promotional vehicles as well as on the new website. Website The existing SPD website was visually complicated with informational clutter. It was difficult to navigate and the most important information was buried in hard-to-find locations. For example, one would see crime statistics on the home page and most of the information, although relevant and needed, was of little actual interest to the community. The information of who had been arrested and what the police were doing in the communities to combat crime was alienating communities and portraying the SPD one-dimensionally. In the first stage of the website redesign, the students presented a Strength, Weakness, Assets and Threats (SWAT) analysis of the current website. Many of their observations are mentioned above. This information was shown visually with snapshots from the website that was followed with a hierarchical map. The map clearly demonstrated the ineffective navigation as well as the clutter of repeated information. The map allowed the SPD to visually understand why their current website was not reaching their communities with the message they wanted to send. The new website embraced and supported BLUE+YOU, both aesthetically and intellectually. The visual clutter was changed to a clean typographic approach with an easy navigational system. In the new website, the community information was front and center, and that information depicted positive police and community stories, that were reinforced with photographs. The website embraced SPD and the Sarasota Communities working together. The Event On Wednesday, April 23rd the SPD held a press conference to announce the launch of the BLUE+YOU brand, introduce the new website and announce that the movie night would be held on Saturday, April 26th. Every local TV news affiliate as well as many of the local newspapers were at the event. The media helped promote the upcoming movie night. The press conference concluded with the Chief inviting the community to the free movie night, asking them to invite a friend and grab some free popcorn while the movie “Despicable Me 2” was to be projected on the wall of the Sarasota Police Department. 49 Le journal de design graphique 7 There were over 150 people at the movie night. There were off-duty police officers and their families who were sitting alongside the Sarasota community residents. The audience consisted of young, old, African American, White, Hispanic and Asian people. The uniformed SPD went through the crowd and thanked them for attending. The movie night started with the student documentary that contained interviews with police officers at community events and ended with the Chief discussing the importance of the BLUE+YOU brand. Students expressed how rewarding the educational experience had been and through this experience they understood how graphic design could be used as a tool to empower communities as well as bringing disparate groups together. They also expressed that the course had been both a challenging as well an enriching experience. Students also stated that the real-world nature of the course and being able to engage with communities was a rewarding and empowering experience. Many students indicated that they were concerned how they would respond to their other studio courses where the projects would be theoretical and the pace would be a lot slower. Conclusion In conclusion, the benefits outweigh the risks. There is a need for graphic design students to become involved in real projects involving real clients in real communities in order to broaden both students’ educational experience and their understanding of client management. The students have expressed that they find out more about themselves as designers and individuals from interacting with the community. Students have also expressed that they have benefited from understanding the needs of the client, time management, and project constraints. These classes inevitably involve a great deal of reflection as the student questions issues about inequality in inner city communities and the effectiveness and limits of design. For the student, the class opens up a wider understanding of the complexity and interconnectivity of the world, and their role as a designer within that complex system. n Notes 1 ‘We the Peoples’; the Role of the United Nations in the 21st Century, (2000), http:\\www.un.org./en/events/ pastevents/pdfs/We_The_Peoples.pdf (accessed Sept. 13, 2015). 2 “The (sic) key issue that students are concerned about is the commercialization of higher education, which many feel has led university leaders to prioritise financial goals over the needs of staff and students.” Rebecca Ratcliffe, University Protests Around the World: a Fight Against Commercialisation, The Guardian, March 25, 2015, accessed Sept. 13, 2015 http:\\www.theguardian.com/higher-education-network/2015/mar/25/universityprotests-around-the-world-a-fightagainst-commercialisation. 3 Both the SPD and the Sarasota community were optimistic about the movie night. There have been many more free movie night events held at SDP and the SPD has increased their presence in local communities where they walk around neighborhoods and engage with residents. It is too early to say with any clarity what the impact of this project will be since there was only one project and then I left Sarasota to come to Ames, Iowa. What is clear is that the institutional profile has been raised in the local community, and the students who took the course had a positive and enriching experience. 50 Graphic Design Journal 7 “The rate of growth in tuition far exceeded real estate appreciation even during the housing bubble. That’s just one of the interesting nuggets in “Student Lending’s Failing Grade,” a new report in which the staid agency warns, ‘[f]ears of a bubble in educational spending are not without merit,” Equal Justice Foundation, “College Tuition Growth Rate Is the Biggest Bubble of Them All,” U.S. News & World Report, Sept. 28, 2011, accessed Sept. 13, 2015. http://www.usnews.com/education/ blogs/student-loan-ranger/2011/09/28/college-tuition-growthrate-is-biggest-bubble-of-them-all 4 Lilly Lampe and Amanda Parmer, Emory University Eradicates Its Visual Arts Department, Portending an Ominous Trend in University Education, art&education, accessed Sept. 13, 2015. http://www.artandeducation.net/ paper/emory-university-eradicates-itsvisual-arts-department-portendingan-ominous-trend-in-universityeducation/ 5 Marianne Combs, College of Visual in St. Paul Sunk by Recession, MPR, aired on Jan. 17, 2013, accessed on Sept. 13, 2015. http://www.mprnews.org/ story/2013/01/16/arts/college-ofvisual-arts-closing About the Author 6 7 Elena Goukassian, In a Pseudo-Funeral, Mourners Grieve the Closing of the Corcoran Gallery of Art, Washington City Paper, Sept. 29, 2014, accessed on Sept. 13, 2015. http://www.washingtoncitypaper.com/blogs/artsdesk/visual-arts/2014/09/29/in-a-pseudofuneral-mourners-grieve-the-closingof-the-corcoran-gallery-of-art/ Thackara, J. 2005. In the Bubble: Designing in a Complex World. Cambridge, MA: MIT Press 5. (“[In] one single day of [2004], as much world trade was carried out as in the whole of 1949; as much scientific research was published as in the whole of 1960; as many telephone calls were made as in all of 1983; as many e-mails were sent as in 1990.”). 8 Although there are some programs listed with internal design studios, this is not a comprehensive list. 9 Melissa Block, “Who Are the Job Creators?,” NPR, aired on Sept. 27, 2011. Accessed on Sept. 13, 2015. http://www.npr.org/2011/09/ 27/140854971/who-are-the-jobcreators Bernard J. Canniffe is Graphic Design Chair in the College of Design, at Iowa State University. He co-founded the collaborative, multidisciplinary social design studio called PIECE STUDIO in 2008 and is an advisor for PROJECT M, which is an international social collaborative group collective. Bernard J. Canniffe is committed to using design for the common good and he has made presentations at international medical, design, and academic conferences around the world. He is the recipient of the Graphis: Inspiring Designers Award, the Baltimore Step 10 Influential Designers Award, and The Joseph Binder Award. Canniffe holds a BA Hons in Graphic Design from Newport College of Art & Design, University of Wales, and an MFA from the Savannah College of Art and Design. 10 Designs for Better Living, CBS Morning Show, May 31, 2015, accessed on Sept. 15, 2015. http://www.cbsnews.com/ news/designs-for-better-living/. 11 It is also extremely important to create a diverse student team when engaging in real world projects. I am always mindful about student diversity because, in art and design, student diversity means celebrating the fact that an art student is in the same class as a graphic design student. Whereas true student diversity lies in the intersection of an engineering student being enrolled in the same course as a public health and graphic design students. 51 Le journal de design graphique 7 Research on First Nations (Innu-Naskapi) Iconography Dr. Carole Charette FGDC Abstract: The following article presents an analysis of painted patterns on caribou skin coats (and other articles of clothing) produced by the Innu-Naskapi and Cree nations from territories that range from northeastern Quebec (or Lac-Saint-Jean), to the Labrador Peninsula, all the way to James Bay, Canada. More specifically, it is a study of the iconography on specific pieces of clothing that were created and worn as early as the 18th century until the beginning of the 20th century to ensure successful hunting game. Keywords: Naskapi Innu Cree Indigenous Iconography Design Composition A successful hunt would allow an entire tribe to survive throughout the winter and into the next spring even in most difficult conditions. This was a very important practice and symbolic work that was essentially painted by women, however, the hunting part of this practice was reserved for men. This practice seems to be unknown by the craftswomen of our present time. 52 Graphic Design Journal 7 53 Le journal de design graphique 7 Participant observation and interviews among today’s communities confirmed that knowledge of previous cultural practice is absent. This impoverishment is most noticeable when comparing coats created at the end of 20th century with coats created today—a sign of an evanescent practice. Approached from an ethnological-aesthetical point of view, this innovative research will revisit this abstract visual language and enrich the body of knowledge in technical and artistic-design processes. Data collected over the past century came from communities already significantly decimated by famine, multiple epidemics of flu and other diseases that raged at the end of the 19th and at the beginning of the 20th century, resulting in the premature demise of oral traditions and practices. The persecution of native communities due to the federal Canadian government’s policy and “philosophy of exclusion and cultural annihilation and cultural genocide”1 widely contributed to the decline of ancestral clothing design practice which incidentally and tragically coincided with the disappearance of the herds of caribou in ancestral hunting territories. Introduction As an experienced graphic designer, I am always amazed by the rich indigenous designs coming from an earlier era. The intelligence and beauty of these ancient designs make me question the education I received in graphic design in North America, particularly its foundations in the school of Bauhaus. The diversity and the visual richness of these patterns have never been submitted to formal analysis and I feel that now is the time. The following article presents an analysis of painted patterns on caribou skin coats (and other articles of clothing) produced by the Innu-Naskapis and Cree nations from territories that range from northeastern Quebec (or Lac-Saint-Jean), to the Labrador Peninsula, all the way to James Bay, Canada. Migratory hunting practice was a vital necessity considering that the animals moved in small herds around a huge territory and were the main source of food and materials to produce tools. While the hunters would know the migrating habits of the herds, ‘luck’ was an important part of success since hunters didn’t have access to today’s means of transportation and modern technologies for locating game. A successful hunt would allow an entire tribe to survive throughout the winter and into the next spring even in most difficult conditions. Tanner provided testimony of his own experience of a winter spent hunting game with the Cree.2 The hunting party carried minimal and essential transportable equipment and bannock from their summer camps to the winter ones, and vice versa. He recalls exhaustion from walking in heavy snow without food in order to retrieve material left behind the previous year. More specifically, it is a study of the iconography on specific pieces of clothing that were created and worn as early as the 18th century until the beginning of the 20th century. Photo by Carole Charette, by kind permission of National Museums Scotland, A-1881.37.44 (detail). 54 Graphic Design Journal 7 55 Le journal de design graphique 7 Hunters wore two “magical” coats per year (one for summer and one for winter). Coats were designed for one type of hunting activity and for one season and never used for anything else. Once used, the coats would lose their magical power. Hunters would therefore either abandon the coat on-site or exchange it for other goods.3 I then decided to focus my energy on developing a formal study and analysis. I decided to take into account the myths and legends and the spiritual and religious practices of that time to preserve the cultural dimension linked to these patterns—a dimension which has a strong symbolic value inextricable to my research. Today, painted caribou coats are rare and are no longer made in indigenous communities (the way they used to), but they still retain an important place among elders with respect to their material cultural heritage. The beliefs associated with these artifacts honour the strength and survival of their forbearers who were confronted with harsh, precarious and rough conditions. The anthropologist, Adrian Tanner reports that caribou coats carried such a huge importance among QuebecLabrador indigenous religious practices at that time because they constituted the material representation of the hunters’ visions as well as their stories and songs accompanied by the rhythm of the drum made from caribou hide.6 Such stories and songs preceded the hunt in the hopes to create visions and to connect with the caribou’s spirit. By analyzing artifacts from that period of time now preserved in museum collections, we know that indigenous communities used hand-painted ceremonial caribou skin coats specifically dedicated to hunting these animals. This ritualistic and traditional hand-painted practice was also applied to other pieces of clothing such as mittens, leggings, hats, moccasins as well as ceremonial hides and bags. This important symbolic work was essentially painted by women,4 however the hunting part of this practice was reserved for men. My work follows the footsteps of anthropologists Webber (1986) and Speck (1914) who studied the material culture of the Innu-Naskapi and Cree communities in the 1920s and 1960s. I have also included the work done by Burnham (1992) who was a textile curator at the Royal Ontario Museum (ROM) and who collected data on painted caribou coats for a period of over twenty-five years, and who illustrated, in her book, about sixty of these artifacts now part of Canadian, American and European museum collections. Inspired by these indigenous designs, I initiated this study several years ago with the intention of sight-reading the patterns to make a semiological analysis and to create a syllabary.5 I had also planned a formal analysis of the patterns. My first intent was soon abandoned because of the challenges and difficulties of gathering testimony from the elders who I hoped would know about these practices and who I hoped would be able to confirm the meaning of the patterns. It turned out that almost everyone consulted had never seen the caribou coats or could not recall any tradition about the making of such coats. Perhaps this was because their community was dislocated, their culture and heritage was disrupted, or simply because they didn’t want (or were afraid) to talk about what I had gathered. 56 Graphic Design Journal 7 For their part, shamans drew their inspiration from the real world as well as myths and legends linked to their spirituality. Ancient artifacts refer to the shaman’s vision and dreams that connected with the “spirit of the caribou living and coming down from the sacred mountain.”7 According to Burnham, the dreams, magic and visions of the shamans or the best hunters were interpreted and depicted by the women of the tribe, who created these coats and other accessories in hopes of a successful hunt and to “please the caribou.”8 Although the men’s visions initiated the design of the coats, Burham asserts that “Less than half of twenty-one different elements found on coats might be considered of significance worthy of a hunter’s dream. When decorations of the coats are carefully analyzed, it seems likely that one or perhaps two main motifs were dictated by man, while the rest was left up to the woman.”9 A frequently occurring design motif is a double curve. Webber and Speck present the hypothesis that the double-curve is an abstract representation of the antlers on a caribou head and is associated with the worship of the spirit of the caribou.10 Interviews done with Innu women elders in 2013 offer another path of interpretation and meaning. Female elders suggest that the double curve represents the blueberry flower or the spirit of the forest.11 This leads us to believe that the interpretation of a particular pattern by indigenous people has been, or still is, polysemic or that its significance has evolved over time. Photo by Carole Charette, with the authorization of the Canadian Museum of History: III-B-589, c. 1700, Collection Speyer. 57 Le journal de design graphique 7 Apart from the field data collected by Webber and the study of the double curve, previous ethnographicalanthropological research gives us very little interpretation of other geometrical or organic patterns. Methods and Material I began with documentary research in the Innu community at the Mashteuiatsh Museum archive centre in Lac-Saint-Jean, Quebec, at the Canadian History Museum in Gatineau and at the Royal Ontario Museum (ROM in Toronto). Next I met with communities on site. My project was approved by the Band Council of Mashteuiatsh and I worked closely with their cultural committee to set up interviews, presentations and participant observations. I also visited another Innu community (Uashat Mak Mani-Utenam) northeast of Quebec, located on the St. Lawrence shore in Sept-Îles, and worked with the Cree Cultural Institute-Aanischaaukamikw from Oujé-Bougoumou. I studied numerous coats and other related artifacts distributed among several museums and collections around the world. Future meetings and on-site visits are being planned. Data Collection and Observations Raw data collection began with an extensive literature review followed by identification of relevant artifacts among museum collections. Formal permissions were granted for me to conduct on-site studies, make observation notes, take photos, etc. Photo by Carole Charette, with the authorization of the Canadian Museum of History : III-B-642, 1790, Collection Margaret Rhuland. 58 Graphic Design Journal 7 Data Management Following the preliminary study of patterns, I developed a grid for the analysis and classification of the raw data collected from the field. This grid identifies elements of each group of patterns (such graphic design elements as colour, lines, dots, circles, etc.) and visualizes their evolution, their assemblage and their specificities over the period studied (beginning 18th until mid20th century). I rapidly observed that the biaxial symmetry (graphic elements that duplicate four times) featured on earlier coats from the beginning of the 17th century, was no longer used and completely disappeared by mid-18th century, being replaced by a type of double-curve. Elements of Design and Composition Remarkably, the work of ancient tribes was guided by an intuitive understanding of design principles of composition. The more frequently used principles were contrasts of form, structure, weight, size, direction, colour and rhythm. This visual heritage provides evidence of ancient knowledge and mastery of the creative principles in graphic design. Even today, a successful design relies on the sensible and innovative use of these principles, no matter if for architecture, industrial, web or graphic design. Preliminary Analysis When studying the painted coats from Innu-Naskapi and Cree communities, I immediately noticed that the women knew and mastered basic design principles. Their creations were composed of such basic design elements as geometrical shapes and dotted lines made either with circles, squares or rectangles and even diamonds. According to Burnham, the central group of patterns on the back of the coat were dictated by the men, the remainder of the coat was interpreted by the woman making it.12 There are numerous variations in the motifs: a series of lines (grouped and mixing straight, thin, medium, large, dotted), geometrical shapes such as squares, circles, diamonds, rectangles, triangles, etc. I also found crosses, hearts, vegetal patterns and broad variations of the previously mentioned double-curves. The triangular sections (gores) might representation the “sacred mountain” where the spirit of the caribou lives.13 Double-curves are so diversified that I hypothesize that they were created as some kind of personal distinctive signature. Some are geometric and abstract, others are more inspired by forms coming from nature, or simply incorporating dots and circles perhaps concrete representations as asserted by Webber.14 Symmetry is widely used: quadrates, double-curves, groups of lines often starting with one colour in the center, etc. Symmetrical patterns appear on the shoulders, on the middle of the sleeves, on cuffs and hems—harmoniously distributed all over the coat almost as columns starting from the centre of the back as well as on the front of each lateral panel. 59 Le journal de design graphique 7 Some coats have as many as three designs and the most complex coats have up to five. All coats have one design featuring two equilateral triangles meeting at a central top point. Other designs are complex at the bottom and become simple as the triangle becomes narrower. Perhaps this particular group of patterns is the symbolic representation of the shaman’s or hunter’s vision. Generally, designs include empty space that confers rhythm to the overall composition. On most of the coats there is a flange in the shape of either a portion of an arc, angle or rectangle as a signature component. Flanges are sewn around the neck and fall over the back. Most of the time it contains design elements to match the rest of the coat. Large shapes are shaded with hatchings: either vertical, horizontal, oblique, etc., which demonstrates a quest for perfection and balance. The precision and the quality of the execution and the regularity of the lines, the repetition and patterns are evidence of strong visual perception. Thus far my work has identified a visual “signature” in the execution of the patterns painted in a specific period of time, indicating perhaps that these coats could have been made by the same person. This seems consistent with Burnham who states that the most talented woman would be released from daily domestic tasks to spend all her time designing a coat.15 Women used a palette of pigments taken from the earth of their territory: the yellow comes from fish eggs, the red comes from ochre or iron oxide, the blue-green from copper oxide and black from a high concentration of copper oxide. 60 Graphic Design Journal 7 In the course of colonization, more colours appeared such as vermillion red (sulphide of mercury or cinnabar) and the washing blue (Reckitt’s blue). The evolution of colour allows us to estimate the date of contact with Europeans and Western impact on the production of these coats. The Canadian Museum of History and a few other museums have participated with a spectrometric pigment study conducted by the Canadian Institute of Conservation (ICC). This analysis has resulted in a timeline of pigmentation and the consequent accurate dating of the artifacts. About the Author Dr. Carole Charette FGDC is a researcher, an Assistant Professor for the Design Studies program at MacEwan University, presently investigating First Nations iconography. She holds a PhD in art and design education from Université Concordia, Montréal, an MFA in typography, and a Bachelor degree in Communication Design from Université Laval, Québec. She founded, with Bernard Houde, Trio communication-marketing inc. and works for several clients such as ING, RDI, UQAC, Conseil canadien du bois, Desjardins, etc. Preliminary Findings This research study will provide perspective, determine stylistic attributes and define commonalities and similarities in compositions, bringing a deeper understanding of the indigenous female’s creative process. Throughout her career as a designer and a teacher, she has maintained the highest performance standards within a diverse range of functions, which is clearly demonstrated in her past successes. She served as the president and CEO of the Société des Designers Graphiques du Québec (SDGQ) for ten years. Through her actions within SDGQ, she organized two international conferences, design contests, a series of lectures, websites, as well as developing many tools and publications to support design practitioners. She is a GDC Fellow and an SDGQ honorary member. Surprising new artifacts were added in 2015 and while the analysis has not yet been completed, the preliminary observations are presented here as initial fragments. I am planning on more data gathering over the upcoming year, but to date I can confirm that the patterns vary in quality, complexity, and dexterity over time and clearly show the wide imagination of craftswomen. Conclusion I conclude this article by expressing the deep respect I have for the indigenous communities and their material and intangible culture. I have been guided by verifiable graphic design data and the scientific approach. It is my greatest wish that my research will help community members (indigenous and non-indigenous) discover their symbolic and spiritual values and bridge the past and the present. As a Professor in Graphic Design, I hope that this research will inspire future students within indigenous communities to undertake design education, to better understand this creative process by offering the necessary tools and keys and to re-appropriate their ancestral graphic environment and practices. n Notes 1 “TRC—Truth and Reconciliation Commission of Canada,” 2015, http:// www.trc.ca/websites/trcinstitution/ index.php?p=820 6 Adrian Tanner, Bringing Home Animals: Religious Ideology and Mode of Production of the Mistassini Cree Hunters, (New York: St. Martin Press, 1979). 2 Dorothy Burnham, To please the caribou. (Toronto: Royal Ontario Museum, 1992). 7 Alika Podolinsky Webber, Symbols of Breath. Self-publication. (Ottawa, 1986). 3 Dorothy Burnham, To please the caribou. (Toronto: Royal Ontario Museum, 1992), 3. 8 Dorothy Burnham, To please the caribou. (Toronto: Royal Ontario Museum, 1992). 9 4 Alika Podolinsky Webber, Symbols of Breath. Self-publication. (Ottawa, 1986). Dorothy Burnham, To please the caribou. (Toronto: Royal Ontario Museum, 1992), 2. 5 Inuktitut syllabics (Inuktitut: ᖃᓂᐅᔮᖅᐸᐃᑦ [qaniuja:qpa’it][1] or ᑎᑎᕋᐅᓯᖅ ᓄᑖᖅ [titi au’siq nu’ta:q]) is a writing system (specifically an abugida) used by the Inuit in Nunavut and in Nunavik, Quebec. In 1976, the Language Commission of the Inuit Cultural Institute made it the co-official script for the Inuit languages, along with the Latin script. Reference: http://www.tusaalanga.ca/ node/2505 retrieved March 3, 2016. R On all coats, a larger red-brownish (red ochre) line begins at the bottom extremity and it continues on the front panel going vertically all the way to the collar. This same large line appears on the end of the cuff. The back of the coat is magnificent with vertical assemblages composed of groups of lines on the top part opening up to a triangle containing double-curves and other design elements. A gore is constructed from an additional piece of hide and inserted to expand the bottom of the coat. 13 Dorothy Burnham, To please the caribou. (Toronto: Royal Ontario Museum, 1992) and Alika Podolinsky Webber, Symbols of Breath. Self-publication. (Ottawa, 1986). 14 Alika Podolinsky Webber, Nipish-Floral patterns among the Northeastern Algonkians. [Unpublished manuscript] (Ottawa, 1998). 15 Dorothy Burnham, To please the caribou. (Toronto: Royal Ontario Museum, 1992). 10 Alika Podolinsky Webber, Symbols of Breath. Self-publication. (Ottawa, 1986). 11 Personal notes collected during on-site interviews, Charette, C. 2013 [Unpublished manuscript] 12 Dorothy Burnham, To please the caribou. (Toronto: Royal Ontario Museum, 1992). 61 Le journal de design graphique 7 A Necessary Shift: Embracing Research and Front-End Coding for Experience-Centered Graphic Design Dennis Cheatham Abstract: Graphic design practitioners are increasingly called upon to develop outcomes that facilitate experiences. A shift from print-based media into experience-focused design means that thinking, knowledge, and skills in interaction design, design research, and service design are often necessary. With this shift in design practice, design education must also change. This paper reports a curricular approach to experience-centered design where a “useful, usable, desirable” framework has informed the implementation of skills like front-end coding and research into the Graphic Design program at Miami University. Evaluation of this shift is based on data collected via interviews, observations, and student work samples. Recommendations for future curricular development are made in order to inform the shape of design education as it embraces issues of usability and function alongside the teaching of aesthetic that facilitates engaging user experiences. 62 Graphic Design Journal 7 Keywords: Interaction Design Usability Curriculum Front-end Coding Experience Design Activity-centered Design Illustration: Sylvia Rigakis CGD 63 Le journal de design graphique 7 UUD: A Framework for Advancing Design Education At the core of the UUD framework is an ideological and practical shift away from aesthetic primacy. The “desirable” of UUD has long been a quality of graphic design, representing the craft excellence designers espouse in creating persuasive and functional visual design outcomes. The importance of conceptually engaging, clearly communicative, and visually pleasing design is not being debated in this review of a UUD framework for design education. A survey of literature in graphic design reveals that the importance of its “useful” and “usable” qualities have not been widely addressed. Jorge Frascara’s 1988 article Graphic Design: Fine Art or Social Science? called the impact of graphic design on society to the fore.2 In this article, Frascara challenged design education to teach graphic design in ways beyond style: …teaching should represent all levels of the activity, that is, the emotional and the rational, the communicative, the technological, and the awareness of the social context. p.27 In current graphic design practice, projects that start with a detailed brief and end with the delivery of a static, substrate-bound outcome are no longer the norm. Aided by the proliferation of screen-based media, a shift has taken place toward experience-centered design. With this shift comes a need for design education to evolve—teaching the thinking, knowledge, and skills necessary for this different way of designing. As with any new endeavor, the groundwork for how to proceed is largely undefined. Based on the results I have seen from my own teaching experience, I propose that a valid framework for experience-centered design education can be built on what Liz Sanders termed “useful, usable, and desirable” design.1 In an effort to challenge design learners to address problems beyond the aesthetic, I have implemented this “useful, usable, and desirable” (UUD) framework into a range of learning experiences and courses in graphic and experience design at Miami University in Oxford, Ohio. Over the course of this paper I will explore the value of UUD and what I have discovered by implementing it into the ways I facilitate learning. 64 Graphic Design Journal 7 Frascara’s own work echoes this stance. Much of his research has been on the topic of design and healthcare, supporting his statement that designers should be socially responsible with their work. Don Norman’s November 2010 post “Why Design Education Must Change” at core77.com suggests that design education had still not satisfactorily heeded Frascara’s advice 22 years prior:3 In the early days of industrial design, the work was primarily focused upon physical products. Today, however, designers work on organizational structure and social problems, on interaction, service, and experience design. Many problems involve complex social and political issues. As a result, designers have become applied behavioral scientists, but they are woefully undereducated for the task. Designers often fail to understand the complexity of the issues and the depth of knowledge already known. Norman addresses the “desirable” of design in his post, noting that “the need for styling will never go away” but he chastises design education for eschewing the teaching of human behavior, cognition, complex social systems and rigorous research methods in design curricula. In 2014 a cadre of prominent design researchers, calling themselves “The Design Collaborative,” produced a statement titled: “DesignX: A Future Path for Design.”4 This statement was a charge for design to address social issues in designerly ways as well as ways of thinking and doing that are not as native to design: DesignX aims to enhance the tools required to assist people, organizations, and societies in developing systems and procedures that address major human and societal needs. DesignX builds upon the design profession’s emphasis of thinking by doing, thinking by drawing, sketching, testing, and making coupled with intensive observational techniques, deep analyses of the entire system, and repeated, iterative testing, reflection and modification. Based on the positions shared in these three articles, it seems that graphic design education has been reluctant or at the very worst, incapable of advancing with the social and technological challenges of the last 27 years. In each of these articles, the “desirable” quality of design has not been in question, but the thinking, knowledge, and rigorous attention to usefulness and usability has been identified as inadequate. As a design researcher working in areas where design and human behavior, perception and action intersect, I agree with the stances made in the aforementioned articles. My professional experience in interaction and experience design have supported the stance that design education should address content in learning experiences that has not typically been addressed by design. Experience-centered design activates many of the skills and thinking processes involved in the production of print-based design. However, it also encompasses thinking, knowledge, and skills that extend beyond substrate-limited design. Thinking and Skills for Experience-Centered Design Interaction design includes the development, design, and testing of websites, web applications, smartphone apps, and other digital interfaces. In order to craft these final outcomes, a range of coding languages, computing equipment, and usability testing is involved. My teaching in interaction design includes the development, use, and application of: • HTML (markup language: page structure) • CSS (style sheet language: page styling) • JavaScript (programming language: triggered interactions) • SASS (scripting language: efficient page styling pre-processing) • Responsive Web Design (device-agnostic design to improve usability across multiple screen sizes) • Web typography (custom typefaces) This list is not intended to be inclusive, and doesn’t begin to address the tools and skills involved in the production of outcomes outside of web design. Experience design includes a broad swath of outcomes, including services, systems, and products. Because people perceive and interact with these very differently based on their worldview and situation, experience design is most often operated as an activity-centered approach to designing involving the study of human behavior, actions, and perception.5 An activity-centered approach to design allows designers to determine how to design outcomes that endeavor to be culturally relevant to the people for whom they are created. Experience designers employ a wide range of thinking, skills, and knowledge: • design research skills, including ethnographic and qualitative methods • user experience testing • heightened awareness of ethical and cultural concerns • knowledge of the time-based ramifications of design decisions • systems design thinking • multi-sensory awareness • knowledge of materials • systemic approaches to design Prototyping skills and iterative process are part of experience-centered design much like they are in print-based design. However, experience-centered design development utilizes linear and non-linear means of development that are not part of substrate-limited design. Prototyping for interaction design is most often done by coding HTML, CSS, and JavaScript6 and testing is conducted on a range of devices with users. Experience design development can include exploring intangible components like sound and lighting, developing affinity maps experience maps (often referred to as customer experience maps.7 • Content Management Systems (CMS) (easy-to-use website backend, e.g. WordPress) • PHP (server-side scripting and programming language for customizing CMS-powered site structure) 65 Le journal de design graphique 7 Designing experiences requires learners to deepen their thinking, develop experience-centered design skills, and grow their knowledge. In response, design education must shift to teach these emerging sets of skills and focus thinking and knowledge generation toward human behavior. Based on my experience using a UUD framework for developing and operating learning experiences in graphic and experience design at Miami University in Oxford, Ohio, I have found it to be an effective means for facilitating learning necessary for experiencecentered design. Program Context Graphic design and experience design at Miami University is situated in the Department of Art in the College of Creative Arts. Courses in graphic design focus on visual and interaction design and students graduate with a Bachelor of Fine Arts in Graphic Design. At any one time, about 60 students are enrolled in the graphic design program as a whole, and each class is composed of about 20 students. In fall 2014, a Master of Fine Arts in experience design was launched at Miami University. The MFA is a collaboration between the Interactive Media Studies program and Graphic Design. The first group of students consisted of five individuals whose professional experiences included computer science and graphic design. The MFA program is comprised of courses that address activity-centered design research, user experience testing, human factors, marketing, computer programming, visual design, and innovation studies. UUD In Action I have operated UUD in two different ways at Miami University. The most common approach has been the development of specific learning experiences for undergraduate design courses. However, in two interaction design courses, it has served as a semester-long method of inquiry. In these courses, interaction design has been approached as a “usable” focused activity where the design of websites has started with coding languages. In total, learning experiences that are based on the UUD framework have been facilitated 12 times over a period of two and a half years at the undergraduate and graduate level. In order to share the results of this work, I will separate these learning experiences into the useful based and usable based components. Useful Questions of usefulness are “meaning” questions. In order to determine what to design, answering questions of what matters to target audiences is essential. As design becomes increasingly experience-focused, it is important that designers become adept at asking and answering questions of what is meaningful to people, in order to reveal opportunities for the development of innovative outcomes. In order to reach these answers, it is important for learners to develop the thinking, skills, and knowledge that will allow them to observe and study human behavior as they seek what matters to people. “Usefulness” is at the fuzzy front end of the design process. Often, problems become clearer as questions are raised and design outcomes are developed.8 A “usefulness” approach to designing can introduce unfamiliar ways of thinking and doing for learners. In an effort to address these, I have developed and operated learning experiences that challenge learners to broaden their perspective on design. The People-Driven Design Sequence In fall semesters, learners complete the People-Driven Design Sequence in my Applied Interaction Design course. This project is a set of two studio assignments designed to challenge learners to develop and design outcomes by starting with people first. Learners are not given an assigned outcome, rather they must base the outcomes they design on what they learn and extrapolate about a constructed persona. During the first class period for this assignment, each student builds a randomized, unique persona by blindly selecting slips of paper from piles that are organized by persona aspects. These include: • age • gender • a year when the person lived • a place where the person lived • an interest or hobby Because these piles could render 75,287,520 possible combinations, it is highly unlikely learners will receive the same persona that someone else has created in the past. The results of this experience have created personas like: • A 30 year-old woman living in Montpelier, Vermont in 1865, interested in carriages. • A 9 year-old boy who likes baseball and lives in Provo, Utah in the year 1880. Learners research each aspect of their assembled persona. Based on this research, learners determine what kind of design outcome would help enhance or improve the life of their fictitious person. This process has prompted discussion where questions arise like: What would a boy who liked baseball in 1880 in the west really enjoy? How could a young man enjoy both the Las Vegas experience and perfume at the same time? What would a 70 year-old woman need to keep quilting in her older age? Questions of meaning became the center of studio discussions for weeks, growing learners’ abilities to think deeply on meaning. In response to the process of questioning, thinking, and discussion, learners develop and design physical products, environmental design, branding, and an array of other outcomes, all driven by the needs of a fictitious person. No outcomes are pre-defined, so learners decide on outcomes and present rationales for them based on the aspects of their persona. Some examples of outcomes include: • A series of United States Civil War posters that could be put up in carriages to show support for the Union army. • A deck of baseball cards that featured outlaws of the western United States in the 1880’s. For the second phase of The People-Driven Design Sequence, learners hand their design work and persona over to another student in the class. For this step, a second design learner designs a web site and smartphone app that extends the initial design outcome into the digital space. One product of this process included a United States Civil War tracking app that allowed people to check in on and support Union troops during the war. The People-Driven Design Sequence has proven to be successful for sparking studio conversations on meaning, human perception, and behavior. The work learners produced was aesthetically desirable and usable and they responded favorably to the assignment, with most of the class sharing that it was their favorite project of the semester. But the project’s greatest strength has been how it challenged learners to conduct research, decide on an ideal outcome, and support that outcome with rationales that reveal the depth of their thinking. • A 21 year-old male in 2015 living in Las Vegas, Nevada who is interested in perfumes. 66 Graphic Design Journal 7 67 Le journal de design graphique 7 Pet Peeves Project This project is operated in Highwire Brand Studio, an interdisciplinary course comprised of marketing and graphic design students, co-taught by design and marketing faculty. Over the course of the two-week long Pet Peeves Project, learners develop field research skills and learn how research informs the design of outcomes. Learners work together in groups of three or four to identify and select a pet peeve that serves as the subject for their project. Each group is allowed to address any pet peeve they wish, from personal nuisances to offensive or dangerous behaviors. Examples of past pet peeves includes: • people in weight circuit rooms who check their cellphones too much and impede others’ workouts • people who are inconsiderate and block other pedestrians on walking paths during class changes • people who do not empty the lint tray in clothes dryers and as a result cause a fire hazard Each group researches their selected pet peeves using qualitative and quantitative research methods. Learners are required to take a human centered approach to design, observing the interactions, environments, and workings of each of their pet peeves including the perceptions, and attitudes of the people involved. Groups present their findings to the class at each meeting and are required to support their claims with evidence. These sessions are an opportunity for instructors to highlight when learners lean on their own assumptions or personal feelings instead of remaining objective. As learners become more familiar with the complexity of their problems via research, they start to determine potential solutions. These solutions are repeatedly reviewed through a lens of usefulness, by comparing them to the identified pet peeve. Gathered evidence reveals what “useful” would mean for the people being studied, and the evaluation of solutions includes a review of their success at considering the needs of the affected people. At the culmination of the two weeks, learners work iteratively to produce a proof-of-concept solution for their selected pet peeve. Learners present their solutions, with special attention to justifying its efficacy and usefulness based on the evidence they gathered via primary research. 68 Graphic Design Journal 7 By the conclusion of the project, learners become accustomed to presenting their solutions using statements like “we recommend this solution because of what we found through our observations…” These habits continued through the semester. When working on the main project for the course, several learners felt comfortable shifting solution directions because the evidence they gathered disproved their own assumptions. Also, learners have shown to consider usefulness as a criterion throughout their semester work when before Pet Peeves Project it was not voluntarily considered. Based on the project’s success in meeting its learning objectives, Pet Peeves Project has become a permanent component of the Highwire Brand Studio course. Usable The concept of usability is native to experience-centered design because one of its essential properties is interaction with people. Regardless of the media, be it digital, product, or service design, interactive design decisions promote or inhibit usage at many levels. The fact that the design of an experience-centered outcome can possibly block access and frustrate users means that designers should be as mindful of the usability of an outcome as they are its desirability. Different scenarios of use and different abilities of users means that determining the usability of a design can be very difficult to anticipate. When learners are mindful of factors that affect usability and they learn to test high-fidelity prototypes, they are more likely to make design decisions that will promote usability. In interaction design, high-fidelity prototypes take the form of fully coded interaction design work. Paper prototypes and wireframes are valuable in interaction design; however, functioning sites allow usability to be tested natively, across a wide array of devices. This type of testing allows questions like “does it work, and how well?” to take place—challenging learners to inspect their designs critically. I have adopted a high-fidelity prototype model for teaching interaction design, not only so outcomes can be tested, but more importantly so design learners can understand how website elements behave and the “nuts and bolts” of front end code. This allows learners to develop visual interface designs that are based on the constraints of the medium while equipping them to communicate with programmers using a common code language. 69 Le journal de design graphique 7 Interaction Design Coding Since 2013, I have been teaching interaction design with front end coding languages like HTML, CSS, and JavaScript being the primary tools for design. In order for design learners to develop complex, fluid, high fidelity websites that enable usability testing, knowledge of coding languages is necessary. Websites and web applications are kinetic—their boundaries change significantly depending on the context in which they are viewed. In order to more clearly understand usability, fully functioning sites are necessary. This approach has effectively demonstrated the importance of usability in my courses. During the semesters I have taught interaction design this way, students have shared positive feedback about their learning experiences. Some students have demonstrated empathy for the people who would someday use their interaction design outcomes. One student critiqued their own interface design in class and realized they had limited users from navigating their site freely. Their reflection on this fact included the statement: “…the user might want to go directly to another page and they should have that option.” Students have also demonstrated an ability to anticipate website design behaviors, thanks to their deep knowledge in front-end coding. I once overheard a learner critiquing the structure of another’s site, inquiring how the site would behave on mobile device screens: “looks good…but what’s it going to do when you go responsive?” Over the course of the semester, learners go from designing a web page that says “Hello World” to a multi-page, fully responsive portfolio website that includes interactive elements. They have shown they are familiar enough with code that they can review others’ work, dissect it, and typically know where to look to diagnose problems. This approach has grown learners’ ability to think critically. Learners make small changes to code and correlate these changes to how they affect the visual interface. They also encounter usability issues when testing sites across multiple devices, and work to resolve these issues systematically. Even if learners no longer write front-end code in their careers, they are more familiar with the “physics” of interaction design. They learn “how gravity works” in web design which means the visual interface thumbnails or comps they create are based on a real, working model of what will work when coded. These designers are also able to communicate with front-end coders and programmers more easily thanks to a 70 Graphic Design Journal 7 shared knowledge of front-end-coding. This reduces barriers between members of interaction design teams, encouraging collaboration. Each time I facilitate interaction design learning that incorporates front-end coding, I learn more about what level of instruction is needed for this approach. One example of this was a decision to implement SASS (Syntactically Awesome Style Sheets) into my teaching. Basically, SASS is an extension of CSS that introduces tools for writing visual styling that mimic the formatting styles and global colour swatches in Adobe InDesign and Illustrator software. I teach SCSS, which is a syntax like SASS that allows CSS and SASS formatting to be written the same file. While implementing SCSS adds complexity to the process of teaching and writing visual styling, it adds functionality that supports the production of highly complex interaction design outcomes like those learners will be expected to work with during their careers. Initially, I implemented SCSS late in the semester, but found its complexity was not as much an issue as I expected so I moved its introduction to early in the semester to allow more time for application and experimentation. In order to lower barriers for learners when developing custom WordPress themes using PHP, I developed a starter theme called QuickTheme that reduces time spent learning complex PHP and enables students to quickly implement working, template-based websites. After operating several semesters of this approach I have reduced complexity expectations in some ways in order to enable learners to excel at more significant aspects of learning code. In all, learners practicing and exploring a usability perspective when designing has been a benefit of this approach and it stands as a chief rationale for continuing teaching front-end coding in interaction design. UX in the Wild: Shopping User Experience Experience-centered design employs physical space and product design that are best experienced in person. In order to provide an opportunity for learners to engage with experience-centered design and also practice observation skills, I operate a one day field trip where students observe shoppers in two very unique shopping experiences in the Cincinnati, Ohio area: Jungle Jim’s International Market, and IKEA. UX in the Wild: Shopping 71 Le journal de design graphique 7 User Experience posits that retail stores are like user interfaces in websites. Design decisions made in stores and websites block or inhibit flow through space, they present a manifestation of a brand, and they invite interaction between humans and interface (where shelves often serve as the interface of a store). This field research trip was first operated in the spring 2014 semester with first year graphic design students enrolled in the Fundamentals of Interaction Design course and takes place every year. Between 9 a.m. and noon on a Saturday, our group visits Jungle Jim’s International Market and IKEA. Comparing Jungle Jim’s and IKEA reveals a stark contrast between the stores product offering, environmental signage design, store layout, and entrance design. This presents opportunities for class discussion on how design affects student and shopper decision-making. At the conclusion of the field trip, the class meets to share observations and insights that come from the experience. Jungle Jim’s is a warehouse-like store that spans 200,000 square feet in size. The store features grocery items, fresh produce, meats, fish, and bakery goods from around the world. Food items are grouped by nationality and store decorations reflect each nation’s cultural heritage. Pricing signs are bright yellow and are hand-written. The front entrance of Jungle Jim’s can be difficult to identify as there are multiple entrances and none takes visual prominence over the others. The store feels like an amusement park, with animatronics in different sections that move and make sounds to liven up the areas they feature. IKEA is a furniture designer, manufacturer, and retailer founded in Sweden in 1943 and is known for stylish, affordable design.9 IKEA stores have very clear design aesthetic and layout that privileges a limited colour palette. Item labeling and signage throughout the store is consistent, utilizing the Verdana typeface, and a rigid store design guides shoppers through the store in an orderly fashion. The front entrance of IKEA features a dominant blue facade where a large bank of doors and letters spelling “entrance” in red focus users’ eyes on where to enter, visible from the parking lots that surround the store. A sheet of discussion prompts is given to learners before UX in the Wild: Shopping User Experience to guide their thinking about different aspects of the stores. These prompts highlight physical space design as well as human behavior. During the discussion that follows the store visits, learners have shared observations of how other shoppers behaved in each store, making connections between observed behaviors and conclusions based on 72 Graphic Design Journal 7 evidence. Participants have learned to broaden their perspectives, identifying physical and non-physical aspects of each store as being factors that affect shopping experiences. These have included aisle width, the size of signage typography, employee uniforms, music, and lighting. The details and discoveries shared after the store visits have revealed that the experience is effective in encouraging students to make correlations between design decisions and their effects. As I have been revising experience-centered design curricula, I have seen an opportunity to apply the learning from this experience more directly into other assignments in later classes, shedding new light on usability. I believe doing so will help to cement the lessons learned during it and can continue to challenge learners to consider the agency of intangible components in experience-centered design. Adaptable People As designers are increasingly called upon to design interactions, services, and experiences, the development of curricula that equips learners to thrive and to lead this design evolution is important work. The useful, usable, desirable framework has served as a set of guiding principles that have helped to keep learning objectives in balance. It has focused the way I facilitate learning for the development of learners’ thinking, skills, and knowledge. This does not replace high quality aesthetic in design; instead it honors the visual by increasing the levels of thinking that go into producing design outcomes. In short, design is more rigorous when it has multiple dimensions. Training designers to be primarily aesthetic or focused on only one dimension of design locks them into one way of thinking and doing. This approach impedes their ability to be adaptable.10 The UUD framework challenges learners to develop the kinds of thinking, skills, and knowledge that comprise the growing area of experience-centered design. As design continues to evolve, design educators have a responsibility to empower learners to thrive, and approaches like the useful, usable, desirable framework are worth our attention in this changing space. n Notes 1 Elizabeth B. Sanders, “Converging Perspectives: Product Development Research for the 1990s.” Design Management Journal 3, no. 4 (1992): 49–54. 2 Jorge Frascara, “Graphic Design: Fine Art or Social Science?” Design Issues 5, no. 1 (Fall 1988): 18–29. 3 Donald Norman, “Why Design Education Must Change.” November 26, 2010. Accessed October 2, 2011. http://www. core77.com/posts/17993/whydesign-education-must-change-17993. 4 Ken Friedman, Yongqi Lou, Donald Norman, Pieter Jan Stappers, Ena Voûte, and Patrick Whitney, “Design X: A Future Path for Design.” November 2014. Accessed August 20, 2015, http://www. jnd.org/dn.mss/designx_a_future_pa. html. 5 R/GA. “Experience Design.” Accessed September 9, 2015. http:// www.rga.com/about/departments/ experience-design/. About the Author 6 Khoi Vinh, “The Tools Designers Are Using Today.” September 10, 2015. 7 Chris Risdon, “The Anatomy of an Experience Map.” November 20, 2011. Accessed September 11, 2015. http://adaptivepath.org/ideas/ the-anatomy-of-an-experience-map/. 8 Stefan Wiltschnig, Bo T. Christensen, and Linden J. Ball. “Collaborative Problem– solution Co-Evolution in Creative Design.” Design Studies 34 (September 2013): 515–42. 9 B.V., Inter IKEA Systems. “History—Ikea.” 2014. Accessed June 6, 2014. http:// www.ikea.com/ms/en_AU/about_ikea/ the_ikea_way/history/. Dennis Cheatham is an Assistant Professor of Graphic Design at Miami University in Oxford, Ohio where he serves as a Graduate Director of the xdMFA program in Experience Design. His research explores how design thinking, processes, and outcomes affect, and are influenced by human perception and behavior on a systemic level. Prior to his academic appointment, he practiced design professionally for fifteen years as a creative director, graphic, interaction, and experience designer across a wide range of contexts in the Dallas/Fort Worth area. 10 Gunnar Swanson, “Graphic Design Education as a Liberal Art: Design and Knowledge in the University and the ‘Real World’,” In The Education of a Graphic Designer, edited by Steven Heller, 22–32. New York: Allworth Press, 2005. 73 Le journal de design graphique 7 Tracing the logic of graphic design in Canadian design history Brian Donnelly Abstract: Noting the lack of design studies and history programs in Canadian universities, where studio design approaches predominate, this paper proposes that Canadian design history needs to find an alternative method to the traditional chronology that traces the rise and triumph of the Modern, as the growing awareness of global histories of design leads us to adapt broader methods. Beginning with a visual comparison of two works from ca. 1960, a history of graphic design is proposed that can question the idea of progress in visual culture and accommodate many of the visual histories and technologies developed and used by designers in Canada. A set of themes and concepts is proposed by which we may effectively compare works across periods and traditions: seeing design as idiomatic, rather than a visual language; design as an abstract art form, crucially different from illustration; and using the study of design to form new theories about the role of copying, tradition and identity. 74 Graphic Design Journal 7 Keywords: Graphic Design Canada Thematic History Methodology 75 Le journal de design graphique 7 modernism that it worked against national, linguistic or ethnic divisions, that is, against the very idea of “Canadian” graphic design (as opposed to the design that happened to be done here). There hardly appears to be any guarantee, given world history over the past 100 years, that nations emerging from colonial status should ‘naturally’ have, or want to have, a homogeneous identity, even with the relative privilege often arrogated by dominant cultures within settler colonies.2 Further, as I have argued elsewhere, graphic designers in Canada have known how to produce strong work even within what is effectively an oral history tradition, without a single, canonical, or national design history text.3 Despite considerable neglect over the last many decades, there are clear signs of awakening interest— individual but more importantly institutional—in the history of graphic design in Canada. To its credit, Canada has a developed a wealth of College and University-level graphic design programs which graduate hundreds of well-qualified practicing designers every spring. But this growth only underlines the lack of undergraduate and graduate programs in design studies and history, let alone Canadian graphic design history. We have yet to leave behind the model whereby studio practitioners or those trained in methods from disciplines such as art history or communication studies stand in for the missing disciplines of design history and design studies. (By way of comparison, imagine an art history department staffed entirely by painters and media studies professors.) But the intention of this paper is not to bemoan once again the lack of Canadian identity; Canada is both a developed, highly autonomous nation state and an important player in global relations of power.1 The apparent dominance of international influences has hardly dampened the importance of design produced here. It could be taken as one measure of the impact of 76 Graphic Design Journal 7 Given the historical divisions and inherent complications within Canadian cultural identity, it also follows that the usual historical narrative is also inadequate. Mapping out a strict chronology, tracing an imagined upward march through time towards the triumph of modernism, is not useful in describing the Canadian experience. In part because Canada has been late to write its graphic history, we can be critical of the positivism built into the paradigm of constant improvement. Designers in Canada can learn from more contemporary methodologies; understanding the development of the discipline here need not require (in fact would be better off without) measuring and venerating individual greatness, or trying to establish why designers in Canada are somehow better than—or at best, tied in overtime with—contemporary international figures or movements. It is absurd not to simply assert that design in Canada is worth serious study; surely describing and understanding what happened here is a sufficient and in many ways superior starting point. What The Survey Says In keeping with McLuhan’s dictum that the medium is the message, the structure of design history surveys is typically as important as what they are talking about: the chronological arrangement by periods, each one displacing and building on the previous ones, sometimes growing increasingly international in scope, in itself suggests an inevitable rising towards a universal standard of taste and preference. The survey’s very structure reveals its function, to establish a canon or measure of the best works through time. There are upwards of a dozen major surveys of graphic design that largely discuss the same names, movements, and images. Some start in the caves, some with the printing press, but they all show the same trajectory of modernism passing from Western Europe to America; this method owes much to the rise of the art history discipline in Germany, under the sway of Hegelian ideals of progress and the rising spirit of history.4 One lesser known discussion of this effect is The Way Beyond ‘Art,’ by Alexander Dorner. In it, Dorner celebrates design as broadly part of human progress and a solution to the dead end of modern art itself. In the spirit of Hegel, he traces the powerful self-negating and self-defining power of visual cultures in constant movement, from the mythical Pre-Hellenic mind and its complex symbolism; through the Renaissance conventions of perspective that apprehended space and Being; to the rise of time and Becoming in the Enlightenment; and finally to the worship of the individual in Romanticism. This sweeping narrative ends badly: Dorner finds that contemporary art is isolated and frozen in its egoistic, self-absorbed search for absolute freedom, “a powerhouse without practical purpose.”5 In particular, he sees in design a use for—even the solution to—modernist, essentialist art, and a change from the arts of Eternal Being to a practical, industrial art of Perpetual Change. Yes, these terms are rooted in philosophy and can seem pretentious; but whether consciously spelled out or not, they also accurately describe the ideals that underlie so much of the structure and logic of most art and design history. Recent efforts have begun to look beyond the Eurocentric bias of Western surveys, notably Victor Margolin’s ongoing (and enormous) project, World History of Design.6 He touches on largely unexplored traditions in design, particularly those of Asia and Africa but also Canada. As of this writing, I have not yet read the text, but the table of contents of the two volumes that cover up to 1939 and World War II show a familiar concern with progress: ‘modern,’ modernism,’ ‘modernity,’ and even ‘hybrid modernity’ (for Japan) figure prominently in the titles. It seems to me that these two methods, the ideal of progress in visual culture and the expansion of graphic design’s history beyond the European-American diaspora, are locked in an inherent contradiction. If we are to study global history (and surely it is absurd not to simply assert that global developments in design are worth serious study), the canon expands to the point where the idea of a single standard itself must change into something else. Contradictions are important to explore; in effect, they can’t be ignored: Hegel also wrote, as part of his famous dialectic, that history only moves forward through the power of contradictions. One way was through quantitative change and expansion, which inevitably turns into more fundamental, qualitative change. Our canonical measuring stick, so dominant as to be paradigmatic, has grown so big that we can no longer really insist it is any kind of coherent standard. Our historical methods, tools and outcomes need to adapt. I think this is also true in describing the Canadian experience. There are many strong ties between Canada, Europe and America, often in the literal form of individuals who emigrated here after 1945 to design but also to establish new university design programs. Many explicitly brought methods, vocabularies and ways of seeing from the typographic and print traditions of England, Germany, Switzerland, and New York (and sometimes more than one of these centres, as with Frank Newfeld or Burton Kramer). But if we simply hitch our wagon to the existing train, and see Canadian design as a continuation of other histories, or as part of the great upward progression of human history, I think we will miss what is interesting about our history. Adopting the template and trajectory of modernism as our own, I think, can really only result in seeing Canadian design as derivative, and thus secondary. It seems to me that we have the opportunity to embrace the expansion of design history’s subject, to include Canada along with all other examples of global graphic thinking, but reject the implicit idea of progress, of movement towards a modern ideal. This also implies abandoning the inevitable classification of designs into earliest, best, and highest quality; it frees us to explore works from historical record for everything else they can teach us. Life After Premodern, Modern, Antimodern, and Postmodern To take an example, I have just written a paper on these two images (Fig. 1 and 2).7 Histories of modernism would celebrate the Roch as dramatic, clean, deliberate, structured, informational; by the same measure, they would also likely overlook the borrowed, idiomatic, clichéd feel of the Schenk. However much they were received here as the harbinger of everything important and modern in design, works like Roch’s can be seen another way: as a revival, what contemporary marketing now calls ‘retro.’ Compare it to any number of El Lissitzky’s designs,8 or Kurt Schwitter’s ads for Pelikan ink and you might argue (as I do) that what you see is the repetition of ideas from Russian and German Constructivism of the 1920s and early 1930s; an idiom repeated 40 years later, just as musicians today sample 1970s James Brown. In the changed, postwar context, the productive, original avant-garde has become the derivative, neo-avantgarde.9 Just as this argument began to expand how art history looks at the issue of originality, I think we need to understand that repetition, copying, replication and mimesis are central aspects of visual culture, meaning and value, and that graphic design is central to this process. It does not denigrate Roch’s influential work to leave aside 77 Le journal de design graphique 7 these works work as visual communication. It would be a positive step, I am suggesting, if the history of graphic design in Canada were to be written without reference to the concept of the ‘modern’ at all. Figure 1. O.K. Schenk, “One should arrive smartly,” Provincial Paper advertisement ca. 1959. the argument for it as part of a great breakthrough to the long-awaited, inimitable and inevitable modern style in postwar Canada; instead, we have the opportunity to use Roch’s place in history to rethink what matters about how design is received and used in practice. In a very different context, we also need new methods to outline the study of early Canadian design and printing, and its relation to Canada as a settler colony. Certainly we want to know our typographic past, the complex social history of the uses of printing. Important studies in this vein are available, particularly Patricia Fleming and Yvan Lamonde’s multi-volume History of the Book in Canada.10 Printing history is just one technology and medium, however, and despite its central role in graphic design there is still an important distinction to be made between design history and printing; the whole point of design as a separate discipline is the thinking and sensibility that is carried through print (and today, on digital screens and many other places). Why else would clients pay extra for it? 78 Graphic Design Journal 7 Figure 2. Ernst Roch, “Industrial screw jacks,” page from an industrial goods catalogue, ca. 1958. So where in a modernist history do we fit works such as the Cree syllabic typeface of the missionary James Evans, or the carving and graphic traditions of West Coast First Nations, or the first newspaper in Canada (48 years after Boston’s first), The Halifax Gazette of 1752?11 To try to incorporate these complex and highly varied visual histories in all their detail, given their widely varied mixtures of visual invention and influence, freedom and necessity, would strain the trajectory of a coherent narrative. Indeed, everything from cave drawings and photographs to vernacular ‘zines and concert advertising tends to disrupt and confound the methods of visual culture history as any kind of consistent, linked progression. They all might have happened or be happening in the same rough geographic space, but under very different social, political and technical circumstances, and were/are not necessarily linked by their creators in any conscious sense of tradition. The judgments and values that follow from imposing upon them the classifications premodern/modern/antimodern/postmodern distort our understanding more than they usefully explain how Design as a Visual Technology Printing’s record is mixed. Unused by the colony of New France, it arrived in Canada in the wake of the British re-enforcement of Halifax, at the discretion and as the tool of the colonial administration, incorporating defense notices, lists of non-branded goods and services (not exactly advertising as we know it today), slave sales, and old ‘news’ from Europe. The printed page has always been aligned with power, the keeping of records, the declaration of laws and the store of value in the form of paper money, and print has also been used to contain, discipline, organize, and control people (Fig. 3). We may think of books as liberating, part of the Enlightenment, but they also exact a price for the rule of reason. We might remember that schools and books were also tools for the loss of First Nations’ languages, having almost disappeared under the impact of imposed colonial languages. (Movingly, Janice Hill, director of the Four Directions Aboriginal Student Centre at Queen’s University and a Haudenosaunee Elder of the Mohawk First Nation has recently noted that a new generation of native speakers of the Mohawk language, for whom this language is their first language, is now re-emerging.12) But even given the necessity of a critical attitude to the issues of print and power, design history is about the visual magic that emerges in plain view, almost without notice and while history is going about its business. The development of the medium of photography had an immediate impact on society in itself, changing the performance of private lives and fixing visual memories.13 But the ability to reproduce photographic images directly, that is photographically, without the intervening stage of hand-carved woodcuts or metal engravings, expanded their effect exponentially. The first translation of a photographic image into print, in 1869, using ‘halftone’ dots created purely mechanically to enable the press to imitate the greys, the intermediate or half tones of the original image, is seen in Figure 4. Of course such a momentous technical achievement would be reserved for the arrival of the British Prince Albert, son of Queen Victoria, on a royal visit to Montreal. It’s possible that, in all the celebration, few people noticed that design had entered a new and powerful era of mechanical imagery except, of course, the publisher, GeorgeÉdouard Desbarats, and the inventor of the process, William Leggo. Figure 3. John Bennett, The Statutes of Upper Canada, title page, 1802. Reproduced from Aegidius Fauteux, The Introduction of Printing into Canada (Montreal: Rolland Paper Company, 1930): 126. 79 Le journal de design graphique 7 This moment points ahead to an even more significant link between photography and design, namely the beginnings of camera-ready art, mechanical paste-ups sent out to be photographed in large repro cameras that produced the negative films from which printing plates were made. Once letterpress printing was no longer restricted to metal sorts locked into a chase, and line art could be reproduced directly from a paste-up onto a printing plate, we begin to see the free placement and interaction of word and image that we understand as representing the full potential of graphic design today. But it wasn’t simply new technology that allowed this way of thinking: there is evidence in the “Montreal Exposition” poster of 1884 (Fig. 5), that our anonymous printer was already exploring ways to disrupt the rules of letterpress. Despite the mechanical limitations and tacit notions that kept type from overlapping, the headline, “Exposition,” has been surprinted with a second colour, that is, the sheet has been run back through the press and hit again with another, much taller condensed font in red. Where did that idea come from, and who told him he could do it? This suggests a recurring theme in design, in fact, the interdependent development of technologies and media with the evolution of design as something separate from material limitations and which pushes against them; the idea of the deliberate and often experimental organization of the elements on the page. Further, it is in the exploration of visual themes and trends such as this that the history of graphic design in Canada can find its way out of the limitations set for it by existing and traditional historical methods. Figure 4. Canadian Illustrated News, Vol. 1, No. 1, front page. Reproduced from Library and Archives Canada’s website: Canadian Illustrated News, 1869-1883. http://www. collectionscanada.gc.ca/ obj/001065/f1/1001.jpg Figure 5. Anonymous, Grande Exposition, Cité de Montréal, 1884. Reproduced from Robert Stacey, The Canadian Poster Book (Toronto: Methuen, 1979): 4. Towards a Thematic History Without even getting to 1900, then, it is possible to begin to outline some of the elements that I think are most compelling about the study of historical works of graphic design in Canada: they do not need to fit within the structure of the traditional historical survey, with its ingrained and tacit assumptions of progress and the ideal of modernism; without any such overarching historical role to play, they can better be seen as unique things, remarkable material objects within a critical view of history; and even the most mundane examples of design can demonstrate the way in which visual demands and thinking shape technologies and their uses as much as the reverse. But material limitations are very real, and space prevents me from expanding this discussion to similarly explore other themes that arise from the study of a range of historical graphic designs produced in this country—short of turning this into the very history that I am only just 80 Graphic Design Journal 7 teasing out here (however much I might wish it were finally done). Rather than fitting these works to grand theories or historical trajectories, Canadian design can be looked at as an illustration of issues inherent in all visual or graphic practices; rather than as the latecomer in an historical drama, we can explore design in Canada as exemplary of themes that suggest how design works. Some of the key themes that have arisen over the past many years of this study include the idea of graphic codes as idioms, rather than the overly common idea of a “visual language.” Is there a grammar to design, can we correct a visual work, or prove that it is, finally, right or wrong? Or are we limited to showing that a given design simply doesn’t fit with familiar previous uses or examples, or that we simply don’t like it, without ever locating any firm basis for declaring it ungrammatical or non-syntactical. It seems the endless fascination and power of the visual lies precisely in its not being tightly or systematically defined enough to permit a grammar to impose itself fully on how we use it. That’s why the next work to comprehensively break the ‘rules’ always becomes the new normal, and then the subject of latest chapter in the ongoing chronological survey texts of greatness. (The argument for design as something contingent, the idiomatic word-image, as against the idea of visual language, is the subject of my doctoral dissertation.15) The writings of Carl Dair and their detailed descriptions of size, direction, form, colour, structure and weight, to use a favorite example, and the work of Robert Bringhurst in establishing rigorous typographic standards (if not rules), are worth close study in this connection. Another recurring theme has involved looking at the implications of design as abstraction, the way in which letterforms are a completely non-representational art form. One way to describe design is the systematic exploration and application of the possibility of social meaning through abstract form, in a way that modern painting never achieved. The levels of sophisticated association and the passionate defense of the minute differences in form between Helvetica and Arial, for example, or Times Roman and Times New Roman, surely rival such precise acts of social distinction as wine tasting and assessments of facial beauty. The movement from illustration to the use of greatly enlarged type or dramatic hand-drawn decorative treatments in the work of Clair Stewart is one such instance of the abstraction of design emerging out of more literal, illustrative means. By the same measure, it is important to open the question of illustration in design, not simply how it is used but as a test case for the limits of design. Heather Cooper produced detailed paintings that were clearly 81 Le journal de design graphique 7 illustrations, yet tightly designed to work with type. But to what extent are posters by, for example, Louis Fishauf, Theo Dimson, or Neville Smith still obviously works of design? There are also many examples of brilliant typography and highly expressive calligraphy which pose the same question of definitions and limits in design. In the absence of any determinate system of visual language, and given its abstract basis, design also demands the use of mimesis, or copying, however hard that may be to accept in a field so driven to seek and assert its originality. The only way to fix the meaning of a symbol or design, such as a logo, is to repeat it exactly; and the only way to translate one contingent visual meaning or idiom into another medium or work is to copy it or some aspect of it. Designers work with copy supplied by clients, photographs and illustrations done by other hands, using readymade typefaces and software on computers they didn’t create, specifying paper stocks, inks and printing presses run by others, often working within and against visual styles credited to others… yet all this copying and borrowing still leaves enormous room for originality in the design process. It just can’t dispense with a huge degree of replication and repetition without lapsing into complete randomness (or becoming fine art). With no disrespect to his work, we looked at the element of repetition in Ernst Roch’s modernism (Fig. 2), and I have also written about Harold Kurschenska’s subtle struggles against the expected or predictable design solution. Some of the most compelling and even puzzling semiotic explorations of Bruce Kierstead, in Halifax, for example, are composed entirely of new and striking uses for clichés: how else do you send a message? In the same vein, it is important to explore the social aspects of design, looking into the schools and other institutions which have shaped design practice in Canada. Many lively interviews with educators, predictably, went far beyond discussion of their own design work and into wider questions of design. And inherent in institutional practices is the shaping of identity, including on a national scale, and the subject of national symbols and programs of identity, and seminal events such as Expo 67 and the Montreal Olympics, need to be explored here. Figure 6. Carl Dair, two-page spread from Design with Type (Toronto: University of Toronto Press, 1967). Finally, while questioning assumptions, it is also worthwhile to ask the most basic question of all. I have referred to compiling and writing a history, but not a book, exactly. Of course, when my many well-meaning design friends and colleagues can’t hold back any more, that is inevitably what they ask: “How’s the book coming?” 82 Graphic Design Journal 7 83 Le journal de design graphique 7 There is still a strong case to be made for that most tradition-bound (pun intended) and seemingly authoritative form of historical record and considered opinion. I wonder, however, given the sheer amount of material collected so far, and knowing how far short it falls from being a complete overview of the subject, whether the fixed form of a book would work best. Digital technologies easily allow for expanding archives, a forum for the addition of new writing, and the dissemination of thousands of images and tens of thousands more words than a book can contain, not to mention audio and video records and other possibilities, such as an archive of digital web and motion design. It would also create appropriate material for the potential online delivery of a university-level credit course in Canadian graphic design history, available to every student in Canada. It would be in the nature of design to result in such an original solution to the ongoing problem that is the history of graphic design in Canada. n About the Author Notes Brian Donnelly teaches design history and theory at Sheridan College, Oakville, Ontario, including a unique course on the history of graphic design in Canada. He has published articles in this field in Journal of Design History, RACAR, DA: Devil’s Artisan, Communication Arts, and Design Issues. An earlier article on the methods of Canadian graphic design history has been reprinted twice, most recently in The Graphic Design Reader (forthcoming, 2017), edited by Teal Triggs and Leslie Atzmon. He also recently gave a paper on the visual and formal qualities of drawing in comic books, at the Canadian Society for the Study of Comics in Toronto. 1 2 3 84 Graphic Design Journal 7 For examples of the debate around how to characterize Canada’s global position, see Paul Kellogg, “The Mistaken Return to Left-nationalism,” Canadian Dimension 37.2 (Mar/Apr 2003): 32–33, and Todd Gordon, Imperialist Canada (Winnipeg: Arbeiter Ring Publishing, 2011). This argument was outlined in my paper, “Marks of the Colonial in Canadian Visual Culture,” delivered at the Universities Art Association of Canada annual conference, Banff, AB. November, 2013. The definition of the unique and privileged status of the ‘settler colony’ has become well established in recent scholarship, including Eva Mackey, The House of Difference: Cultural Politics and National Identity in Canada (New York: Routledge, 1999); and Caroline Elkins and Susan Pederson, ed., Settler Colonialism in the Twentieth Century (New York: Routledge, 2005). Brian Donnelly, “Locating Graphic Design History in Canada.” Journal of Design History 19, no. 4 (Winter 2006): 283–294. Special Issue on “Oral Histories and Design”; Linda Sandino, editor. 4 Among the many texts that trace and critique this intellectual heritage are Vernon Hyde Minor, Art History’s History (Englewood Cliffs, NJ: Prentice-Hall, 1994), and Hans Belting, Art History After Modernism, trans. Caroline Saltzwedel, Mitch Cohen and Kenneth Northcott (Chicago: Univerity of Chicago Press, 2003). 5 Alexander Dorner, The Way Beyond ‘Art’: the work of Herbert Bayer (New York: Wittenborn, Schultz, 1947): 116. 6 Victor Margolin, World History of Design (London, New York: Bloomsbury, 2015.) 7 Brian Donnelly, “The Inversion of Originality through Design,” RACAR 40 no. 2 (Fall 2015): 146–160. 8 Although the comparison might be unfavorable: Jorge Frascara famously derides El Lissitzky in his classic and rhetorical essay “Graphic Design: Fine Art or Social Science?” Design Issues Vol. 5, No. 1 (Autumn, 1988): 18–29. 9 See Peter Bürger, Theory of the Avant Garde, trans. Michael Shaw (Minneapolis: U. of Minnesota Press, 19) and the arguments with it in Benjamin H. D. Buchloh, Neo Avant-Garde and Culture Industry (Cambridge, MA: MIT Press, 2000); the argument is also summarized in Peter Bürger, trans. Bettina Brandt and Daniel Purdy, “Avant-Garde and Neo-Avant-Garde: An Attempt to Answer Certain Critics of Theory of the Avant-Garde.” New Literary History 41 no. 4 (2010): 695-715. Project MUSE. https://muse.jhu.edu/ (accessed September 22, 2015). 10 Patricia Fleming and Yvan Lamonde, History of the Book in Canada Project. History of the Book in Canada (Toronto: University of Toronto Press, 2004). 11 Aegidius Fauteux, The Introduction of Printing into Canada (Montreal: Rolland Paper Company, 1930): 45 12 Author’s notes from the talk given by Jan Hill at Ideas Left Outside conference, Elbow Lake, Ontario, August 3, 2013. 13 See Carol Payne and Andrea Kunard, The Cultural Work of Photography in Canada (Montreal; Kingston: McGill – Queen’s University Press, 2011). 14 http://www.collectionscanada.gc.ca/ innovations/023020-3040-e.html (accessed Sept. 22, 2015). http://www.worldcat.org/title/ picturing-words-writing-images-designtoward-contingent-meaning/oclc/ 166373958#borrow (accessed September 21, 2015). 15 Brian Donnelly, Picturing words, writing images : design ☞ contingent meaning (Ph. D. Queen’s University, Ontario 2005). The printer’s fist, ☞, was a visual ‘word’ inserted into the title precisely to illustrate how images can often replace or defeat words. (It can be duplicated in Word or other applications by typing the plus sign, +, and setting it in Zapf Dingbats.) I meant it to be mute and irreproducible in some contexts. The helpful online catalogue librarians sought to translate it, however, and inserted the word [toward], as in, “design [toward] contingent meaning,” with this note: “On the title page the symbol of a hand with the index finger pointing to the right appears after the word design and has been interpreted to mean ‘toward.’” This little bit of medium-contingent interactivity pleases me quite a bit. 85 Le journal de design graphique 7 Pedagogy of Engagement: An Exploration of Community Projects in Design Education Layal Shuman Abstract: Integrating community projects in design education is a pedagogical approach that brings together educators, students and community partners to collaborate and respond to critical societal needs and concerns. This paper presents research conducted at the University of Alberta in Edmonton, Canada, that explores the ways in which community projects influence educators’ pedagogies, students’ learning and community partners involved in these participatory design processes. The research also examines the pedagogical method used for incorporating community projects in design courses. It explores the educational environment and how engaging students in community-centered and collaborative processes may affect teaching and learning environments in design education. 86 Graphic Design Journal 7 Keywords: Community Engagement Design for Social Change Experiential Learning Participatory Design Pedagogy of Engagement Teaching and Learning Pedagogical Method Illustration: Mariah Barnaby-Norris 87 Le journal de design graphique 7 For the purpose of this paper, I define a community design project as a project that an educator undertakes to address needs and concerns raised by a group, an organization or an institution that is working for the benefit of the community. The project is presented in the course syllabus, for students to develop responses through design and in collaboration with community partners—members of the group, organization or institution. Community Projects in Design Learning The participatory and collaborative nature of community projects reminds us of the social constructivist approach to education. In this approach, learning occurs within social exchanges, where learners collectively construct their knowledge. Vygotsky, who supported social ways of learning, suggests that learning occurs first through social interactions and then through the internal interpretation of these interactions “…as learners participate in a broad range of joint activities and internalize the effects of working together, they acquire new strategies and knowledge of the world and culture.”1 Introduction Community design projects combine many approaches to teaching and learning in higher education: active, experiential, discovery-based, project-based, student-centered and collaborative. Some of these will be discussed in this paper. Equally important, these types of projects position design as a community and people-centered practice. They give students the chance to design for peoples’ needs and include them in various phases of the design process. This paper presents research that I conducted at the University of Alberta (U of A) as part of my Master of Design thesis (2012–2014). Since completing the research project, I have moved on to doing some critical thinking about what the idea of community means, who it is that we serve and what political discussions we help raise or mute when we break down the walls between the classroom/studio and the outside world. My thinking is driven by an ongoing attempt to examine these concepts from different ontological and epistemological perspectives. I hope to share my thoughts on the topic at another time. 88 Graphic Design Journal 7 Also in favour of social learning is Piaget who argues that group interactions present positive opportunities for students to challenge their pre-existing ideas and knowledge and try out new directions.2 He describes intelligence as the outcome of interacting with the environment: “Intelligence is not an innate internal characteristic of the individual but arises as a product of the interaction between the person and his or her environment.”3 Engaging students with real projects means experiential learning and is defined as “the process whereby knowledge is created through the transformation of experience.”4 When educators include community projects in design curricula, they give students the chance to channel their creativity and skills towards helping others fulfill their needs and desires through design. These collaborative project-based opportunities not only benefit community members, they also benefit students who engage in processes similar to what they might experience in their future design careers.5 Frascara says that involving the community in the design process generates ethical and effective communication. Ethical communication starts with acknowledging the other not as an object, but as a subject who interprets the message according to his or her unique experiences and understanding. Ethical communication implies communicating with someone and not to someone: It is a strong asset to have the public as a partner in the promotion of changes that affect it. Imposition does not work in the long term. Although behaviours can be, to some extent, controlled through communication, pressure, fear, legislation and enforcement, if there is no partnership between the message producer and the public in relation to desirable objectives, attitudes will not change.6 Papanek argues that designers neglect the needs of people and instead create products that are socially, economically, and environmentally harmful. He invites designers to focus less on market-driven projects and more on designing solutions to improve peoples’ lives, especially the lives of the underprivileged and marginalized. To him, designers have to be responsible for the professional choices they make because design outcomes have a deep impact on people’s lives: The ongoing dimensions of what we design, make, and use lie in the consequences. All of our tools, objects, artifacts, transportation devices, or buildings have consequences that reach out into such diverse areas as politics, health, income, and the biosphere.7 There have been growing discussions in academia about ways in which design education can promote positive change. The reasons for that remain, as Papanek famously argued decades ago, that there are increasing social, economical and environmental challenges that require designers’ attention. Vernon says that these challenges raise questions about designers’ roles and contributions to society. She invites designers to think of solutions that address global issues and create products that have constructive outcomes.8 Design outcomes have changed from a focus on products to a focus on the impact that design has on people. Design practice today involves planning and creating situations within which traditional design responses, such as tangible products, are part of the overall strategy. Because of this shift, designers have to understand people and the society and environments in which people live and coexist.9 Sanders and Stappers argue that design practice has moved away from user-centered to more collaborative approaches “we are no longer simply designing products for users. We are designing for the future experiences of people, communities and cultures who now are connected and informed in ways that were unimaginable even 10 years ago.”10 Community projects in design education engage educators, students and community partners through participatory design processes. Participatory design is an outgrowth of people-centered design, which puts the interest of people at the heart of the outcomes. Over the past six decades, designers have increasingly collaborated with those who interact with their work. People with no professional design background have been contributing to the design process by providing expertise and feedback on what needs to be designed and how. According to Sanders and Stappers, design practice will keep on evolving towards participatory approaches, where designers act as facilitators of collaborative creative processes. They suggest that design education should explore pedagogical methods through which students learn the new ways of the future: We will see the emergence of new domains of collective creativity that will require new tools and methods for researching and designing. We will need to provide alternative learning experiences and curricula for those who are designing and building scaffolds to support the collective creativity of others.11 Exploring Participation in Community Projects Although I did not call my research a case study in my thesis, nor did I intentionally comply with ways of conducting such a study, I now think of the research presented in this paper as a case study because it focuses on one particular context—the design studies curriculum at the U of A. Design studies at the U of A include Bachelor of Design (BDes) and Master of Design (MDes) programs. Students can take courses in Visual Communication Design (VCD) or Industrial Design (ID) or both. The curriculum was influenced by design thinkers such as Victor Papanek and educators such as Jorge Frascara, who taught in the program for many years. I became interested in community design projects as pedagogy when I participated in a project during my first year of graduate studies. I remember learning valuable lessons while working with other students to create a branding strategy for/with a community group. Participating in the project made me wonder about the effectiveness of such teaching method in design education. When I decided to take on the topic as my MDes research thesis, it was important for me to explore how different stakeholders experienced these projects and to to share the methods used when implementing community projects in design courses. To understand how community design projects influence stakeholders, I invited educators to semi-structured interviews to discuss the reasons they choose to incorporate community projects in their courses; and how they think this approach to teaching design influences students’ learning, the community and/or their own 89 Le journal de design graphique 7 pedagogies. The six educators who participated in the interviews taught VCD and ID courses at both the undergraduate and graduate levels. I invited students to respond to an online survey to talk about their experiences with community design projects. The 26 undergraduate and graduate students who responded were from the VCD and/or ID programs. Some had graduated during the past three years. Survey questions were inspired by Vernon’s research at Falmouth University in England, which examines the skills students acquire from community design projects. Her research also explores how participating in such projects influenced former students’ career choices and ambitions.12 In addition to exploring the effect of community design projects on educators’ pedagogies and students’ learning, it was important to look at how these projects impact community partners and their organizations. In a focus group session, community partners discussed the reasons they participate in and/or initiate such design collaborations. They reflected on the collaboration with design educators and students and suggested ways of improving that process. The four community partners who joined the focus group discussion were members of teams situated within the U of A campus and had engaged in community design projects in the VCD program. Effect on Participants Research findings suggest that community design projects may influence educators, students and community partners in three ways: professional development, sense of social responsibility and ability to collaborate. Professional Development Community design projects present spaces for educators to blend their identities as teachers, researchers and practitioners by participating in collaborative, projectbased educational processes. Educators also consider these projects as opportunities to promote the value of design to organizations and groups in the community. Students say that engaging in community design projects nurtures their reflective abilities because they are able to work with complex issues and receive feedback from the people for whom they design. They believe that learning through these types of projects helps them to gain skills that are timeless and that they can later use as professionals. Furthermore, students say that these projects allow them to participate in new ways of learning and practicing design. Community partners say that they initially participate in community design projects to receive affordable services for their organizations. They say that working with design educators and students helps them to better articulate who they are as a team and what they do as an organization. Community partners also value the experiential aspect of working on real projects with university students. Sense of Social Responsibility Incorporating community needs and concerns into Table 1. Some feedback from participants Educators Design Students Community Partners 90 Graphic Design Journal 7 “Over the last 20 years we have seen the field of design shift from a purely designer-centric focus to one that is more participatory and collaborative, one that is moving towards a model that is more society-centric. Working in and with the community better reflects this future.” “[A community project as a pedagogical method] supports the education and development of socially responsible, human-centered designers who can work with others in meaningful and effective ways.” “Design for communities have [sic] also strengthened my sense of belonging due to direct interaction with members of the community.” “It showed me what real world designers actually do! I got a better understanding of how to work with a client and how to ask the right questions to come up with an appropriate design.” “It [community design project] is a way for actually engaging a new group of students who we wouldn’t normally have a chance to work with, to actually grab what are the issues, what are the global issues and then to translate that into design.” “It [community design project] is an affordable option. We may like to go out and do all kinds of things but can’t necessarily hire in-house [designers].” classrooms presents educators with opportunities to promote civic engagement and activism in/through design pedagogy. Educators agree that such a community-centered education fosters the growth of critical thinkers who practice ethical and people-centered design. Students say that engaging in community design projects allows them to address people’s needs and aspirations. They say that working with non-professional designers helps them understand the audience and users for whom they design. They also witness how design outcomes impact people’s personal and professional lives. Community partners say that these types of projects allow them to collaborate with others to respond to critical issues. Because their work on campus is mainly concerned with enhancing students’ experiences, community partners value these collaborations and see them as an opportunity to learn more about the student population. Some community partners believe these experiences challenge their assumptions about certain people and social issues. Ability to Collaborate Educators say that community design projects allow them to connect students with the public and engage all stakeholders in collaborative and participatory design processes. They say that such an approach to design education nurtures students’ empathy towards the people for whom they design. Students say that working in interdisciplinary teams in community design projects helps them to learn about different topics and ways of thinking and doing. Students value practicing design that is based on community needs. They find people’s feedback on their work to be effective for learning about the design profession. Community partners say that working with educators and students helps them learn about the design process and how designers think and work. Through participatory design, they also learn to consider the public’s feedback when making decisions affecting the public. Exploring the Pedagogical Method After exploring ways in which community design projects may influence educators, students and community partners, I participated in a community project to study how such projects are incorporated in design courses. The project was part of DES494, Concepts & Systems in Visual Communication Design I, an intermediate-level course in the VCD undergraduate program. After each class and outside of course hours, I used a research journal to reflect on my experience. My reflections consisted of writing observations about the learning environment and creating visual mappings to outline the project’s various phases and activities. The community design project, Designing for Advocacy, brought together students and community partners to examine visual and linguistic texts used to represent people and cultures. Participants were invited to create proposals for social marketing campaigns that would both support interculturalism and generate fund-raising opportunities. Participants were the course educator, 15 undergraduate students and two graduate students who were involved in the project as part of their course, DES601, Concepts, Analysis and Criticism in Design II. There were five community partners from an Edmontonbased not-for-profit organization that helps immigrant and refugee families improve their well-being and adapt to their new environments. After the project was completed in class and graded, I invited the educator, students, and community partners to three separate visualization activities. Using mapping and diagrams and other visual and textual techniques, three design students, four community partners and the course educator visualized their experiences of participating in the project. Integration Process Research findings reveal that a community design project may be integrated into a course using a process involving five phases: initiation, introduction, development, final presentation, and completion. The initiation phase is when an educator and community partners plan the project prior to its commencement in class. The introduction phase is when the project is briefed to the students in the class. The development phase, which is the longest, is when participants collaborate to carry out the project. The final presentation phase is when students present outcomes to the educator, community partners and other stakeholders. The completion phase is when students share outcomes with educator to receive feedback and then revise (or not) and re-submit. At this point the educator records the grades and presents the proposals to the community partners for selection and implementation. Figure 1 shows the integration process and the 10 types of activities that occur during the phases. Activities are both milestones around which the timeline of the project is planned and pedagogical tools to move the project forward. These activities are briefing the project, problem framing, exploring outcomes, planning and management, ideation, educator’s directions, discussion about social responsibility, feedback and critique, public engagement and presentation. Most of the time, it is the 91 Le journal de design graphique 7 educator who facilitates the activities; this is done as part of course planning and instruction. However, all stakeholders may collaborate to facilitate activities. The abbreviations in Figure 1 recommend facilitator(s) for each activity. For example, DS means that design students are encouraged to facilitate the activity and DE & CP means that the design educator and community partners may both facilitate the activity. DE & CP/DE means that the activity may sometimes be facilitated by the design educator and community partners and sometimes by the design educator, and so on and so forth. Research findings reveal that the characteristics of the teaching and learning environments within which these projects occur are collaborative, explorative, democratic, respectful, dynamic, and student-centered. Pre-existing relations between educators and community partners may also lead to positive collaborations, as may shared ideas about education. Community design projects require that all participants be dedicated to and understand the educational and exploratory nature of the collaboration. Moreover, collaboration among educators, students, community partners and the public should always be voluntary for it to be considered collaboration. Due to the participatory nature of community projects, it might be challenging for students to learn certain technologyrelated and crafts skills, which require more one-on-one teaching and learning methods. Conclusion Research findings indicate that bringing community needs and concerns into designers’ classrooms and/or taking students outside of their classrooms and into the community present opportunities for educators, students and community partners to engage in meaningful collaborations through participatory design processes. When design students respond to a challenge presented by community members within the parameters of a course, they get the chance to channel their creativity and use their design abilities to help others. They also discover more about the design profession by connecting what they learn with the outside world. The skills students learn are skills that evolve as they progress in their careers. These skills are not related to current design trends; they are qualities that designers need no matter what area(s) of design they choose to practice. Community projects are also opportunities for participants to reflect on how their professional practices contribute to shaping the world. Thinking about the consequences of one’s actions nurtures a sense of responsibility towards fellow inhabitants of the world. Finally, community projects enable educational spaces for stakeholders from different backgrounds to engage in serious discussions and decision-making about our shared future. n Notes About the Author Frascara, Jorge, Bernd Meurer, Jan Van Toorn, and Dietmar Winkler. User-centred Graphic Design: Mass Communications and Social Change. London: Taylor & Francis, 1997. 1 Vygotsky cited in Sullivan Palincsar, “Social Constructivist Perspectives on Teaching and Learning,” Annual Review of Psychology 49, no. 1 (1998): 351–352. 2 Piaget cited in ibid., 350 3 Piaget cited in David Kolb, Experiential Learning: Experience as the Source of Learning and Development (Englewood Cliffs, N.J.: Prentice-Hall, 1984), 12. 4 Ibid., 38. 5 Elizabeth Sanders, “From user-centered to participatory design approaches,” in Design and the Social Sciences: Making Connections, Jorge Frascara, ed. 1 (London: Taylor & Francis, 2002), 1–8. Layal Shuman is an academic researcher and lecturer, who’s work involves teaching and learning in and through design education. Shuman is completing a PhD in Educational Studies at McGill University. In her dissertation she explores design-based education in schools, and its relation to teaching for 21st Century learning. Shuman also collaborates with teachers and researchers across the country to integrate design thinking in schools to promote creativity and innovation. Prior to academia, she worked for several years in multinational media agencies. Shuman’s creative work has garnered international recognition and awards. 6 Jorge Frascara et al., User-Centred Graphic Design: Mass Communications and Social Change (London: Taylor & Francis, 1997), 18. 7 Victor Papanek, Design for the Real World: Human Ecology and Social Change (Chicago: Academy Chicago, 1984), 23–24. 8 Su Vernon, “Design Education for Social Sustainability” (Proceedings of the 2nd International Conference for Design Education Researchers, Oslo, Norway, May 14–17, 2013). 9 Jorge Frascara, Design and the Social Sciences: Making Connections (London: Taylor & Francis, 2002). Frascara, Jorge. Design and the Social Sciences: Making Connections. London: Taylor & Francis, 2002. Kolb, David A. 1984. Experiential Learning: Experience as the Source of Learning and Development. Englewood Cliffs, N.J.: Prentice-Hall. Palincsar, Sullivan A. 1998. “Social Constructivist Perspectives on Teaching and Learning.” Annual Review of Psychology 49: 345–375. Papanek, Victor J. Design for the Real World: Human Ecology and Social Change. 2nd ed. Chicago: Academy Chicago, 1984. Sanders, Elizabeth. “From User-Centered to Participatory Design Approaches,” in Design and the Social Sciences: Making Connections, by Jorge Frascara, 1–8. London: Taylor & Francis, 2002. Sanders, Elizabeth, and Pieter Jan Stappers. “Co-creation and the New Landscapes of Design.” CoDesign 4, no. 1 (2008): 5–18. Vernon, Su. “Design Education for Social Sustainability.” Presented at the 2nd International Conference for Design Education Researchers, Oslo, Norway, May 14–17, 2013. Figure 1 Integration Process Phase 1 Initiation Bibliography Phase 2 Introduction Phase 3 Development Phase 4 Final Presentation Phase 5 Completion Acknowledgements The author would like to thank all of the participants for enriching this research. 10 Elizabeth Sanders and Pieter Jan Stappers, “Co-creation and the New Landscapes of Design,” CoDesign 4, no.1 (2008): 6. 11 Ibid., 13–14. Briefing the project DE/CP Problem framing DE & CP Planning & management DE & CP/DE Problem framing CP & DS/DS Exploring outcomes DE Educator’s directions DE Problem framing DE/DE & DS/DS Discussion about social responsibility DE/DE & DS/DS Presentation DS & CP & DE Feedback & critique DE & DS Planning & management DE Presentation DS/DE 12 Su Vernon, “Design Education for Social Sustainability” (Proceedings of the 2nd International Conference for Design Education Researchers, Oslo, Norway, May 14–17, 2013). Exploring outcomes DE/DE & DS/DS Planning & management DE Planning & management DE/DE & DS/DS Ideation DS/DS & DE Presentation DS & CP Feedback & critique DE/DE & DS/DS Public engagement DS/DS & DE 92 Graphic Design Journal 7 93 Le journal de design graphique 7 Social Responsibility and Design Education: Design for the Public Good Alison Miyauchi Abstract: The concept or value of socially responsible design is not a new concept but is not always well articulated in contemporary design education, which still tends to be largely commercially focused. In educating the visual communicators of the future it is important to look at alternative ways of operating in design. Keywords: Design Social Responsibility Design Education Community Engagement Service-Learning Design Responsibility Work-Based Learning Illustration: Melissa Bui The Public Design Service is a vital part of the curriculum of The School of Communication Design at the Alberta College of Art + Design in Calgary, Alberta. Based on the idea that design can have a positive influence on people and the world in which we live, this initiative provides high-quality communication design solutions for not-for-profit organizations and provides a practicum experience for students. Educating students to be socially responsible designers is a vehicle for positive social change and can strengthen our external relationships and create an impact in our immediate communities, as well as highlighting the value of good design. 94 Graphic Design Journal 7 95 Le journal de design graphique 7 engagement piece to the practicum experience promotes a deeper sense of social responsibility among students taking them from merely becoming “well-informed” to becoming more committed to the collective work and responsibilities needed to address social and cultural issues. This type of service-learning requires students to use their subject knowledge to carry out an activity that benefits others, and the experience can empower students with practical and strategic skills that help transform communities and society at large. In turn, this teaching strategy can encourage new ways of thinking, doing, and acting with respect to civic engagement. Introduction When Ken Garland published his First Things First manifesto in 1964, he challenged graphic designers and other visual communicators to become more socially responsible by calling for “greater awareness of the world…and more useful and lasting forms of communication”. 1 This was reiterated in the First Things First Manifesto 2000, which was signed by 33 prominent designers and design educators in 1999. The concept or value of socially responsible design is not new but it is one that is not always well articulated in contemporary design education, which still tends to be largely commercially focused. In educating the visual communicators of the future it is important to look at alternative ways of operating in design. Providing students practical, real-world experience is also not new to design educators as can be evidenced by the plethora of practicum opportunities available at most institutions of higher learning but tying this type of learning experience to notions of social responsibility and good citizenship is much less prevalent. Educators and education should be involved in the development of caring attitudes towards others as well as helping students grasp the various fields of knowledge as they prepare for professional design careers. Adding a community 96 Graphic Design Journal 7 A Case for Service-Learning in Design Service-learning means doing good work and serving, helping, giving assistance or benefiting others.2 Servicelearning, like other teaching and learning methods, facilitates subject learning but it also responds to students’ desire to use their education to help others. It is the altruistic dimension of this teaching method that provides them with a strong source of personal learning and development. Unlike what is usually offered in the studio or classroom environment, learning locations in this model offer more variety. In this model students are often required to learn under pressure while working with and for other people. This is real-life experience. Students need to deal with and manage the entire process rather than simply the faculty-student relationship. “The experiential element of service-learning can contain challenging and conflict filled situations that need to be dealt with”. 3 This connects classroom learning with real life beyond the academic exercise and makes it possible for students to gain a deeper understanding of course content as well as an increased sense of social responsibility. This type of experience echoes trends in the design industry where the field of social design attracts increasingly more designers who crave a chance to work with underserved clients as an alternative to the more traditional design jobs in large corporations and advertising firms. Designers want to work closely with communities that need their help most and actively participate in combating complex social problems.4 At the same time, service-learning in design education allows many not-for-profit organizations to access design services which otherwise are not within their budgets. Educational reformer John Dewey (1859–1952) offered a conceptual framework for service-learning. He advocated that all genuine education comes through experience and provides support for the experiential element of servicelearning. His idea that education should contribute to how we live and operate in the community supports the service element of service-learning.“I take it that the fundamental unity of the newer philosophy [of education] is found in the idea that there is an intimate and necessary relation between the processes of actual experience and education.”5 Service-learning has occurred for all types of post-secondary education across a wide spectrum of disciplines during the past two decades and can be defined as a course-based, credit-bearing educational experience in which students: (a) participate in an organized service activity that meets identified community needs; and, (b) reflect on the service activity in such a way as to gain further understanding of course content, a broader appreciation of discipline, and an enhanced sense of personal values and civic responsibility.6 Bringle and Hatcher’s definition of service-learning is important in differentiating servicelearning from volunteering by identifying this as an academic activity. If volunteering is defined as offering to perform a service of one’s own free will, providing assistance or assuming the obligation voluntarily, then service-learning as a course or part of a course or as career development needs to be viewed differently. Service-learning combines theory with practice, the classroom with the community and the cognitive with the affective. It is a form of experiential education that enables students, in the case of the Public Design Service course at the Alberta College of Art + Design (Canada), to actively apply classroom knowledge by working with a not-for-profit organization. As students engage in action and thinking that do not necessarily follow the outlines of a textbook but follow the patterns of real problems in the world, they develop a deeper understanding of the practicality or the relatedness of ideas within a discipline and across disciplines and how those ideas have use for guiding their actions in the world outside of the classroom.7 It can be a potentially transformative experience for the student. Learning not only occurs through the process of solving the design problem at hand and the subsequent reflection on and evaluation of that experience (which can result not only in academic and cognitive development), but also in personal and social development. Faculty have a pivotal role in this type of learning experience by determining and assessing learning outcomes, collaborating with community partners and structuring student experiences that realize academic goals. Key in these activities is the integration of structured reflection activities that link the community service to course content and vice versa to provide a deeper understanding of both. This critical reflection adds new meaning to the experiences, enriches the course content, and develops the student’s ability to make informed decisions in the future. Because much of the learning experience occurs outside of the classroom with a variety of different student/client experiences, the planning, delivery and evaluation can be a complex and sometimes difficult activity. The inevitable pressure of building links with different groups and stakeholders during the learning process adds to this complexity. From a student’s perspective the service impulse can range from a largely self-improvement motive to a predominantly charity driven impulse. As a result, student intention and effort play an important role. It can be challenging for some student designers to give up a certain amount of control over their work and let the community partner’s input inform their design decisions in order to fully address the design problem at hand and to ensure all parties will take ownership of it. Recognizing student efforts in service-learning also needs to be considered. Celebrating the students’ accomplishments in this area is important in demonstrating that this type of learning and the services provided to the recipients are valued. Service-learning can help students develop knowledge and skills in communication, teamwork, organization, management, time management, project management and interpersonal capabilities. Participation in a servicelearning experience with a community organization also allows an opportunity for students to develop more caring selves. It is a vehicle for character and citizenship development as well as for the creation of social conscience. Another benefit is a greater sense of connection between students and the community that results from conducting shared projects. Servicelearning can also help address some non-financial aspects of the design business such as social capital, civic engagement, social responsibility and sustainability. It is also clear that students need and want a learning experience that is relevant to an increasingly diverse and immediately connected world. These types of learning experiences provide educational, professional and personal stepping-stones for students, helping them to transition into their careers. Education and training are pivotal to economic growth, international competitiveness, increased productivity, mobility of the population and to the level and standard of living.8 In the province of Alberta, the economy has dominated educational debate between institutions and the provincial government. Increasingly in Alberta, the provincial government feels inclined to tell educators that post-secondary institutions need to be more results-based and “real world,” in part due to the fact that competition for public funding has dramatically increased as claims on the public purse have grown. As a result there is greater pressure on post-secondary institutions to emphasize the 97 Le journal de design graphique 7 acquisition of knowledge and skills that are largely market-driven and institutions are asked to demonstrate that they are contributing to economic development, up-skilling, and knowledge-based developments. In addition, post-secondary institutions have been tasked with greater accountability and cost-effectiveness forcing them to be focused more on economic and financial factors to secure their support base in the public mind. In addition, the dominant government voice advocates that higher education should prepare students to operate within and support the economy. This is done by enabling students to acquire knowledge and, from a government standpoint, this knowledge should be economically useful, advanced and marketable. In this model students are seen as customers who want marketable skills with the desire of developing attractive careers. This view does not address the idea of the ability of higher education to strengthen society by encouraging students to develop values that help them live more effectively with others. In fact, some criticize post-secondary institutions for not sufficiently teaching the values of social responsibility.9 A more balanced approach acknowledges the need for knowledge that meets individual career needs and that of the broader economy with principles of social responsibility. The demand for certain social outcomes of post-secondary education is also growing. A strong contributing factor to this is community outreach or demonstrating credentials and value to the community at large. The Government of Alberta and its institutions are expected to achieve focused economic and social outcomes that it deems are of most value to Albertans.10 Echoing this sentiment is the World Bank, which advocates that higher education has a responsibility for equipping individuals with the advanced knowledge and skills required for jobs in government, business and the professions. UNESCO, through the World Conference on Higher Education, advocates for the development of social responsibility, so that graduates can become better citizens who can think critically, seek and apply solutions and accept social responsibility.11 It can be challenging to balance academic imperatives with the idea of job preparation and government mandates. When we consider the plight of not-for-profit organizations in a time of shrinking public funding the case for service-learning becomes even more attractive to all stakeholders in the process, even though this can place additional pressure on the recipient organizations. Why would not-for-profit organizations want to take on this type of proposition? Organizations sometimes take on service learners to expand their organizational capacity. Some organizations take on service learners to build, strengthen or preserve 98 Graphic Design Journal 7 connections to colleges and universities.12 Others engage in this activity to fill a need in their operational capacity or to secure a service they do not possess nor could otherwise afford. A number of not-for-profit organizations utilize service learners as part of their mission to educate the public, where students are seen to be members of that public. Service-learning can have positive and quantifiable benefits for all stakeholders in the process. The Public Design Service Since 1984, service-learning has been a vital part of the curriculum in the School of Communication Design at the Alberta College of Art + Design through the Public Design Service. Based on the idea that design can have a positive influence on people and the world in which we live, the Public Design Service course provides high-quality communication design solutions for not-for-profit organizations and provides a practicum experience for students through doing work for worthwhile causes that can really make a discernable difference in society. The Public Design Service matches senior design students with not-for-profit organizations and community partners who have applied to participate and who have met the eligibility requirements in a service-learning educational experience. The two primary goals of the Public Design Service are: 1) to give senior design students practical, real-world experience in achieving effective solutions to creative communication and graphic design problems; and, 2) to provide charitable arts, service, community, environmental, and similar not-for-profit organizations with the benefit of quality design solutions. Secondary goals include instilling a sense of social responsibility in the students and community outreach. In the Public Design Service course, project-based service-learning is a means of managing short-term service-learning or pro bono work. Not-for-profit organizations are highly motivated to use project-based service-learning as a way to get their work done and to tap into specific strengths and skills of students. In a recent survey, 40 of the 45 organizations interviewed highlighted contributions made by the student designers on projects that the organizations did not have the skills for in house, and noted that the students behaved in a professional manner and solved the communication or design problem at hand with great creativity and energy. The student designers enter the relationship with a great deal of valuable skills and new perspectives providing a resource that most not-for-profits and community organizations cannot afford but desperately need. Utilizing project-based service-learning with design can create a win-win situation for all parties. It can be an invaluable resource for studio-instruction and form a connection to community important for all designers. It is clear that in today’s world designers have a higher public profile, as the importance of design and the power of design to promote change have become more widely known. As Anne Bush notes, design has an important social role and design practice should be anchored in the reality of its social consequences.13 As mentioned above, project-based service-learning in the Public Design Service extends beyond the classroom into the community. Students engage in projects that address community needs while meeting the demands of academic curriculum, taking their scholarly knowledge into the community and experiential learning back into the classroom. “This integration of pedagogy with real-world experience provides a unique learning opportunity for students, which can result in positive outcomes in their academic learning and personal development”. 14 It can result not only in academic and cognitive development but also in personal and social development. In some cases students are disappointed with their service-learning experience, most often when their expectations of the service experience are not met or because the expectations of student and recipient organization are not in alignment. Lack of effective communications is a key factor here and faculty play a very important role both in matching the student to the project or organization and also in the facilitation of client/student communication. In addition, organizations can also struggle with how to set their expectations of the students who sometimes have limited practical experience and who approach the organization as a learning site. It is important that the student understand the balance between their own educational objectives and the community organization’s expectations. In addition, some not-for-profits do not feel comfortable with student designers working or communicating directly with their clients. Here, it is crucial to establish contact parameters at the outset of the project. The not-for-profit will also need to clearly identify the time and resources that they can contribute to the process. In the Public Design Service course, service-learning is used to teach design problem solving, project management, and business practices including design briefs, letters of agreement and contracts. The Public Design Service also promotes the understanding of the social value of pro bono work through providing design services to a not-for-profit organization. At the beginning of the semester and at key points throughout the semester students learn the relevant theories delivered through lectures, course work, panel discussions and guest lecturers. The workflow chart for this course is provided below in Table 1. A value in giving project-based service learners a handson experience in not-for-profit community organizations is to provide students with a greater sense of social responsibility and community competency. Some organizations see these students as future staff members in the not-for-profit sector. This is not a core goal of the Public Design Service course which views this experience as fostering an understanding of the importance of supporting not-for-profit work in some capacity in the future. Students who participated in this course from 2010–2011 (approximately 60 students) were asked if they understood the benefits of pro bono work. The term is generally used to describe professional work undertaken voluntarily and without payment (or substantially reduced fee) as a public service. The response to understanding the benefits of pro bono work was 100%-Yes. Further when they were asked if they would undertake pro bono work in the future the response was 95%-Yes. When asked whether pro bono work made them feel like they had made a positive contribution to the community, 65% of students felt that this work made them feel like they had made a positive or very positive contribution to society. The remaining 35% were neutral, most citing the fact that their work had not yet been produced and therefore were unable to judge whether the work had made a positive contribution or not. A disconnect was identified when students were asked if they knew how to find pro bono work in the future. The response to this question was 75%-No. This result was reinforced by responses to a follow up question asking if students were aware of the educational and business resources available from the Society of Graphic Designers of Canada pertaining to pro bono work where 75% again replied no. Clearly, further fine-tuning needs to be made to help students engage in pro bono work post graduation.15 Additionally, the students were asked if their service learning contributed to their understanding of the business of graphic design, advertising and/or marketing. Of the respondents, 75% indicated yes to this question. Of the 25% who responded no, 15% reported difficulties with client expectations and 10% reported that they believed they already possessed a good understanding of the business of design. When students were questioned about their views on whether the service-learning project had provided a “real life design experience” 75% responded yes, 25% responded no. Further research is required in the perceptions of this experience with the negative response group. They were also asked to rank the following in terms of their perceived importance in the learning experience: Business Skills; Communication; Interpersonal Skills; Leadership; Life Skills; Negotiation; Organization; 99 Le journal de design graphique 7 Table 1. Public Design Workflow Table 2. Student Ranking of Learning Outcomes16 Prior to Semester Client registration Application via Public Design Website or hard copy by mail Client Selection Faculty Planning including review of the previous year’s course Phase 1: Weeks 1–4: Research In Class Outside of Class Assignments Faculty Orient students to the course Research Letter of Agreement Panel Discussion: How not-for-profit organizations differ from other businesses Client introductions Contract Assess student strengths and inclinations Design Brief Client meetings Assess client projects to determine whether they are solo or team projects Lecture: Client Relations Lecture: Dynamics of Design Teams Lecture: What is a Design Brief? Lecture: Contracts (guest speaker) Lecture: Intellectual Property and Copyright (guest speaker) Lecture: Time Management (guest speaker) Phase 2: Weeks 4–7: Preliminary Design In Class Outside of Class Assignments Faculty Lecture: Design Thinking Research Framework for creative direction Lecture: Project Management (guest speaker) Ideation and Concept Development Preliminary design concepts for approval by Faculty and then Clients Client Meetings Guidance on client objectives and client relations Approve concepts with respect to the individual student project briefs Lecture: Printing Processes (guest speaker) Ideation and Concept Development Phase 3: Weeks 8–12: Development and Refinement/Preliminary Production In Class Outside of Class Assignments Faculty Concept Development and refinement Presentations to Clients Comprehensives, storyboards or wireframes Troubleshooting regarding client relations, communications, sub-contractors Lecture: Liaising With Suppliers Lecture: Community Engagement Lecture: Nuances of Client Relations (including scope creep, rushed approvals, dealing with changes, keeping your eye on the ball, etc.) Securing Sub-Contractors (photographers, illustrators, printers, web developers, etc.) Community Engagement Phase 4: Weeks 13–14: Production In Class Outside of Class Assignments Faculty Production to media Production to media All files necessary for production in required media Troubleshooting In Class Outside of Class Assignments Faculty Student Presentations with process books and summarized client feedback Client Service Process Book Deliverables to Cleint Assessment of student learning outcomes Project Summary Client Evaluations Client Feedback Summary Student Evaluations Phase 5: Week 15: Evaluation Review of semester 100 Graphic Design Journal 7 Project Management; Self Knowledge; Presentation Skills; and Time Management. In terms of student perception of the learning experience Communication, Organization and Project Management were given the highest rankings and Self-Knowledge and Life Skills receiving the lowest. See Table 2 – Student Ranking of Learning Outcomes. Other metrics students were questioned on were personal growth and personal course experience. Students were asked to rank the following in terms of their personal growth as a result of the service-learning experience: Care; Confidence; Responsibility; and Understanding. In the personal growth spectrum, students ranked an improvement in Responsibility the highest followed by, in order of importance, Confidence, Understanding and Care. See Table 3 – Student Ranking of Personal Growth. They were also asked to rank the following in terms of the personal experience of the course: Brought into a Different World; Challenge; Enjoyable; Learner Responsibility; Personal Impact; and Practical Learning. Students ranked Practical Learning the highest here and Personal Impact the lowest. See Table 4 – Student Ranking of Course Experience. It is clear that their service-learning experience goes far beyond discipline specific knowledge and skills to encompass the realm of personal and social development. Community partners of the Public Design Service are selected with some necessary conditions: (a) they are not-for-profit organizations; (b) the communications or design needs of the community partner meet with the academic goals of the course; and, (c) activities to be undertaken are agreed to be of value to both parties. During the last three years, 44 not-for-profit organizations were clients of the Public Design Service. See Table 5 – Public Design Service Clients 2010–2012. Most students invested in excess of thirty hours outside of classroom time into their various projects. Another 20% of respondents indicated that they spent in excess of 40 hours on this activity. In responding to the question of whether the experience has a positive impact on the organization, 85% of community partners reported that the experience had either a positive or very positive impact. Approximately 10% of community partners reported a neutral impact and less than 5% reported a negative impact.19 Of the student respondents, 75% felt that their work had a positive or very positive impact on the client and 25% felt their work had a neutral impact. Further research is required to examine the neutral and negative groups more thoroughly. 101 Le journal de design graphique 7 Table 3. Student Ranking of Personal Growth17 Conclusion As service-learning is not a traditional learning experience in the context of design education it can pose challenges to the community organization, the servicelearner and the faculty with respect to the most fair and effective way to evaluate the student academically. In many cases the success of a service-learning project depends on the level of commitment made by both the representatives of the academic institution and the community partners to developing and carrying out a successful project. The effectiveness of communication between parties prior to and during the project, and the compatibility of the student and the recipient organization are key factors here. It is critical to anticipate the individual students’ constraints in terms of previous knowledge, skills, and experience. It can also be challenging for the student designers who are required to work with a wide range of people who have strong opinions and a lot of pride and emotion invested in their organization. Partnerships with community organizations can also be complicated due to the disconnect between the academic world’s time frame and culture as well as the specialized lingo associated with design work. At times, it can seem as if the two parties are speaking entirely different 102 Graphic Design Journal 7 Table 4. Student Ranking of Course Experience18 languages. In order to mitigate this issue, both parties need to openly discuss the nature of the partnership, how to manage the relationship and clearly define the outcomes. It is also vital that a process for responding to the other’s concerns be established. This allows both parties to clarify their expectations as well as their roles and responsibilities in the learning process. In addition, the better the faculty’s understanding of the community partner’s organization and processes, the better the service-learning partnership is for all parties. Though the bulk of this process occurs at the outset of the servicelearning partnership, it is crucial that there are regular updates and continued communication throughout the process. Clients need to understand the unique nature of service-learning, be willing to work with students, and be willing to be educated in the design process. In short, they must understand the relationship between their project goals and the learning outcomes for the students. Students need to understand and accept responsibility for their role and actions as a designer, understand design as a profession, and must be open to a non-traditional learning experience. Faculty must be able to assess projects for their suitability in meeting course learning outcomes and maintain objectivity between client and classroom. Within the context of the Public Design Service concerns around miscommunicated expectations and the consequences that can result from miscommunication are addressed by setting out an explicit agreement between the organization, student and faculty in the forms of a letter of agreement, a design brief and a contract. Faculty facilitate this process with the students through lectures, panel discussions and one-on-one meetings, as well as through discussions with the client prior to student assignment. Students are encouraged to initiate a formal process with the client to further communicate and develop agreement on the expectations. An important component of this relationship is the nature of the communication between the community organization and the higher education institution’s representatives, which can differ depending on the structure of the community organization and the size and nature of the project at hand. It is important to create more and better communications without overburdening the student, faculty or community partner. The faculty role in this experience needs to be differentiated from other teaching methods. Here real-life experience is paired with a more open learning method where faculty take a less directive role in favor of a more facilitative one. Assessment of learning outcomes can be much more challenging in this type of teaching method where there is a much greater potential for variation in service experiences and some loss of control over student stimuli. However this can be mitigated by creating assessment criteria on assessable artefacts. Implementing and maintaining a strong and relevant service-learning program requires a great deal of time on the part of the institution and faculty to manage both community partners and students. The very nature of service-learning is such that all stakeholders— communities, faculty, students, institutions and policy-makers—are impacted by the purpose, assumptions, and practices of various service-learning initiatives.20 These types of initiatives require planning, networking skills, organizational capabilities and sometimes a significant time commitment on the part of the institution and the faculty responsible for the course or activities. Despite the many challenges service-learning by almost any measure has been an enormously successful academic innovation.21 From an institutional standpoint service-learning can address imperatives such as the responsibility of the institution as part of the community; the role of higher education in terms of civic and social engagement; 103 Le journal de design graphique 7 Table 5. Public Design Service Clients 2010–2012 2010 2011 2012 Alberta Civil Liberties Research Centre Eve oe oe, oo ove ove or DVD, Guidebook, Poster for 30th Anniversary Alberta College of Art + Design Public Design Website Show and Sale Rebranding, Promotional Materials Alberta College of Art + Design Faculty Association Alberta Cops Website Redesign Recruitment Elements for AC Website, Exhibit, Video Alberta Magazine Publishers Association Alzheimer Society of Canada Corporate ID Calgary Car Share ID Package Calgary Centre for Global Community Display, Brochure, Program Brochures, Banner Calgary Drop-In Centre Play it Forward Program Calgary Educational Partnership Foundation Logo, Tagline, Application Guidelines, Collateral Materials Calgary Food Bank Logo, ID Program, Applications Corporate Manual Calgary Humane Society Advertising Campaign – Posters and Billboards Calgary Opera Premier Gala Invitation and Collateral Materials Calgary Outlink – Centre for Gender and Sexual Diversity Website Calgary Philharmonic Orchestra Poster, Postcard, Business Card Calgary Public Library Foundation Logo and ID Program Calgary Seniors Resource Centre Recruitment Brochures Cerebral Palsy Association in Alberta Gala Invitations, Tickets, Web Graphics, Programmes Central Alberta Aids Network Society Website, ID Package Centre Stage Theatre Company 10th Anniversary Season ID, Brochure The Children’s Link Society Logo, Stationary, Brochures, Website, Social Media Community Wise Resource Centre Poster Design, Community Forum, online and print Epcor Centre for the Performing Arts Annual Report Fort Calgary Interior Map, Exterior Map Kids Cancer Care Foundation Poster Green Calgary Advertising – Poster Campaign, Website Library Association of Alberta Logo, Identity Manual The Military Museums Research Missing Children Society of Canada Logo for 25th Anniversary Provincial Health Ethics Network Brochure, Catalogue Rosebud School of the Arts Website, Poster, Brochure Rhythmic Gymnastics Alberta Logo, Website Seeds Foundation Website Sexual and Reproductive Health Program - AHS Logo Design, Applications Corporate Manual Sheldon Chumir Foundation Event Poster, Event Template, Book Cover Society of Graphic Designers of Canada Portfolio Show Poster Sustainable Alberta Association Portfolio Show Poster Logo, Program Development ID Package, Branding Guidelines Volunteer Alberta Print Collateral Material WP Puppet Theatre Society Logo, Branding, Postcard Work of Your Hand International Development 104 Graphic Design Journal 7 Portfolio Show Poster Logo, Collateral Vecova Disability Services Youths Can Fish 2 Charity Combining service-learning with design education can have significant benefits for individual students, the institution, as well as the external community. On the individual level, this type of learning experience can increase confidence, fostering leadership and business skills. It also enhances skills in project and time management, as well as communication. Students have the opportunity to use their experiences of helping not-for-profits to strengthen their understanding of design practice which in turn encourages the development of knowledge, skills and values. It can allow the student to apply academic knowledge to real-life problems and through their service-learning experience, students can develop a greater sense of civic and social responsibility. In addition, the material students produce through this experience can and does have positive effects on both their target audiences and the community as a whole. On the institutional level, this type of initiative promotes community outreach and may demonstrate credentials and value to the community at large. On a community level, service-learning can produce a greater sense of civic responsibility and utilizes students’ creativity as a resource to provide a needed service for a not-for-profit community partner. Despite the challenges of incorporating project-based service learning in design education service-learning has the potential to be a positive experience for all stakeholders, encouraging new ways of thinking, doing, and acting with respect to civic engagement. n Poster, Website Graphics, Flyers, Booklet Triwest Soccer The Vocational and Rehabilitation Research Institute Advertising, Rebranding of Lecture Series, Educational Brochures, Exhibits Page, Integrate Social Media and, demonstrating the value of the educational experience to the external community. For postsecondary institutions, service-learning initiatives provide additional means of demonstrating the value of public investment in post-secondary education. When done well, such initiatives present the institution as a positive and contributing member of the community and give substance to the rhetoric of partnership and outreach.22 Service-learning can build strong links between institutions and a wide range of communities while preparing students to be socially engaged individuals. Posters, Brochures, Label Designs Poster 105 Le journal de design graphique 7 Notes 1 Ken Garland, “First Things First Manifesto,” The Guardian, April 1964. 2 Anto Kerins, An Adventure in Service Learning: Developing Knowledge, Values and Responsibility. (Farnham, Surrey, GBR: Ashgate Publishing Group, 2010), 79. 3 4 Anto Kerins, An Adventure in Service Learning: Developing Knowledge, Values and Responsibility. (Farnham, Surrey, GBR: Ashgate Publishing Group, 2010), 4. Andrew Shea, Designing for Social Change: Strategies for Community-Based Graphic Design. (New York: Princeton Architectural Press, 2012), 8. 5 J. Dewey, Experience and Education. (New York: Collier, 1938), 20. 6 R.G. Bringle and J.A. Hatcher, “Innovative Practices in Service Learning and Curricular Engagement” in New Directions in Community Engagement, edited by L. Sandmann, A. Jaeger & C. Thornton, 37–46. (San Francisco: Jossey-Bass, 2009), 38. 7 8 9 Christine M. Cress, David M. Donahue and Thomas Erlich (Foreword by). Democratic Dilemmas of Teaching Service-Learning: Curricular Strategies for Success. (Sterling, VA: Stylus Publishing, 2011), 133. Luong Wang, “Work-based learning: A critique” The International Journal of Learning, Volume 15, Number 4 (2008): 90. James O. Freedman, Idealism and Liberal Education. (Ann Arbor: University of Michigan Press, 2001), 55. 10 Enterprise and Advanced Education, Government of Alberta. Letter of Agreement between the Minister of Enterprise and Advanced Education and the Board of Governors of the Alberta College of Art and Design. Edmonton, AB. Retrieved from eae.alberta.ca/ media/letters/Alberta-College-of-Artand-Design.pdf, 2013. 11 UNESCO. Policy Paper for Change and Development in Higher Education. Paris: UNESCO. (1995), 25–26. 106 Graphic Design Journal 7 About the Author 12 Randy Stoecker and Elizabeth Tryon, eds. Unheard Voices: Community Organizations and Service Learning. (Philadelphia, PA, USA: Temple University Press, 2009), 20. 13 Steven Heller and Veronique Vienne, eds. Citizen Designer: Perspectives on Design Responsibility. (New York: Allworth Press, 2003), 26. 14 Randy Stoecker and Elizabeth Tryon, eds. Unheard Voices: Community Organizations and Service Learning. (Philadelphia, PA, USA: Temple University Press, 2009), 73. 15 Results derived from a survey of Public Design Service students 2010–2012. 16 The relative scale of the headlines signifies the level of importance in terms of student perceptions. Alison Miyauchi is the Acting Vice President, Research and Academic Affairs at the Alberta College of Art and Design in Calgary, Alberta. She is a graduate of Bryn Mawr College, Pennsylvania and a former Research Fellow of the Smithsonian Institution, Washington, D.C. She is a practicing artist, designer, educator and administrator. Alison has lived and worked in Milan, Italy; Rome, Italy; Glasgow, Scotland, and London, England. She returned to Canada in 1992. Alison Miyauchi has been a Faculty member of the Visual Communications Design program at the Alberta College of Art since 1993 and was the founding Chair of the School of Communication Design. Alison’s research interests include design education, social responsibility and community engagement. 17 The relative scale of the headlines signifies the level of importance in terms of student perceptions. 18 The relative scale of the headlines signifies the level of importance in terms of student perceptions. 19 Respondents indicating a negative impact cited one of the following; a miscommunication at the outset of the project regarding scope and nature of work required; project parameters being altered midstream; or a student refusing to address the client’s needs. Nice paper, eh! 20 T. Chambers, “A Continuum of Approaches to Service-Learning within Canadian Post-secondary Education” in Canadian Journal Of Higher Education [serial online]. 39 (2) 77–100 (2009): 90. 21 Timothy Stanton, Dwight Giles, and Nadinne Cruz. Service Learning: A movement’s pioneers reflect on its origins, practice, and future. (San Francisco: Jossey-Bass Publishers, 1999), 184–194. 22 T. Chambers, “A Continuum of Approaches to Service-Learning within Canadian Post-secondary Education” in Canadian Journal Of Higher Education [serial online]. 39 (2) 77–100 (2009): 93. 107 Le journal de design graphique 7 ONE COUNTRY ONE GRAPHIC DESIGN INDUSTRY ONE PROFESSIONAL CERTIFICATION GDC and RGD are working together to align qualification criteria, procedures and evaluation models to create ONE National Certiication Mark for Professional Members of both organizations. A single professional certification will benefit all Canadian graphic designers, allowing us to focus on elevating awareness of the value of professional design in Canada. Stay tuned for more. gdc.net | rgd.ca BP Thank You! 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