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    Digital Craftsmanship — A Conceptual Framework for Computers, Malleable Digital Media and the Potential for Graphic Design as a Craft Practice.

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    https://www.riss.kr/link?id=A103796848

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    In 1996, Malcolm McCullogh surveyed potential conditions for a ‘practiced digital hand’, where the computer and its associated processes could be directly related to the hand, craft and craft output. Since 1996, the graphic design industry has seen substantial developments and yet at a fundamental level, the creation, execution and production of graphic design have yet to fully embrace some of McCullough’s thoughts and conditions. The computer continues to reside in an uncomfortable position within the design industry both perceptually and somatically. The continued progression of graphic design as an intellectual practice has relegated the computer and the production of design to the hands of younger professionals with an emphasis on speed and efficiency. This in turn has often created pervasive design that requires less investment of time, skills and approach. A recurrent result of this is ubiquitous graphic design — design with no owner, distinguishable character and with little to differentiate between the work done by seasoned practitioners versus first time amateurs. This has negatively affected the perceived value of graphic design and relegated it in some contexts to pure execution with less appropriate compensation and insufficient time allotted for project development. Part of the issue exists in the industry and academia’s continued positioning of the computer and its operation as mere tools, secondary or tertiary to theory, conceptual rigor and intellect. This paper discusses recent research done in an antithetical concept best described as ‘digital craftsmanship’ — a condition where both craft and tacit knowledge are congruous with the digital design processes of the computer. The concept of ‘digital craftsmanship’ examines some of the existing conditions of the industry and where and how craft knowledge and digital processes can intersect in beneficial and meaningful ways for graphic design moving forward. This inquiry has potential implications for value, compensation and future working conditions within the graphic design industry today. Further research could also involve the application of digital craftsmanship to design education environments and other areas of practice.
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    In 1996, Malcolm McCullogh surveyed potential conditions for a ‘practiced digital hand’, where the computer and its associated processes could be directly related to the hand, craft and craft output. Since 1996, the graphic design industry has see...

    In 1996, Malcolm McCullogh surveyed potential conditions for a ‘practiced digital hand’, where the computer and its associated processes could be directly related to the hand, craft and craft output. Since 1996, the graphic design industry has seen substantial developments and yet at a fundamental level, the creation, execution and production of graphic design have yet to fully embrace some of McCullough’s thoughts and conditions. The computer continues to reside in an uncomfortable position within the design industry both perceptually and somatically. The continued progression of graphic design as an intellectual practice has relegated the computer and the production of design to the hands of younger professionals with an emphasis on speed and efficiency. This in turn has often created pervasive design that requires less investment of time, skills and approach. A recurrent result of this is ubiquitous graphic design — design with no owner, distinguishable character and with little to differentiate between the work done by seasoned practitioners versus first time amateurs. This has negatively affected the perceived value of graphic design and relegated it in some contexts to pure execution with less appropriate compensation and insufficient time allotted for project development. Part of the issue exists in the industry and academia’s continued positioning of the computer and its operation as mere tools, secondary or tertiary to theory, conceptual rigor and intellect. This paper discusses recent research done in an antithetical concept best described as ‘digital craftsmanship’ — a condition where both craft and tacit knowledge are congruous with the digital design processes of the computer. The concept of ‘digital craftsmanship’ examines some of the existing conditions of the industry and where and how craft knowledge and digital processes can intersect in beneficial and meaningful ways for graphic design moving forward. This inquiry has potential implications for value, compensation and future working conditions within the graphic design industry today. Further research could also involve the application of digital craftsmanship to design education environments and other areas of practice.

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    참고문헌 (Reference)

    1 Pirsig, Robert, "Zen and the Art of Motorcycle Maintenance" HarperCollins Publishers Ltd 215-, 1999

    2 Puckey, Jonathan, "Tool (Or, Post-production for the Graphic Designer), In Blauvelt, Andrew. Graphic Design: Now in Production" Walker Art Center 24-, 2011

    3 Blauvelt, Andrew, "Tool (Or, Post-production for the Graphic Designer)" Now in Production. Walker Art Center 23-, 2011

    4 Adamson, Glenn, "Thinking Through Craft" Berg 72-81, 2007

    5 Pallasmaa, Juhani, "The Thinking Hand. Existential and Embodied Wisdom in Architecture" John Wiley & Sons, Ltd 17-, 2009

    6 Pye, David, "The Nature and Art of Workmanship" The Herbert Press 17-, 1995

    7 Gell, Alfred, "The Enchantment of Technology, In The Craft Reader" Berg 464-481, 1992

    8 Heller, Steven, "The Education of a Typographer" Allworth Press 2004

    9 Heller, Steven, "The Education of a Graphic Designer" Allworth Press 2005

    10 Dormer, Peter, "The Culture of Craft" Manchester University Press 139-, 1997

    1 Pirsig, Robert, "Zen and the Art of Motorcycle Maintenance" HarperCollins Publishers Ltd 215-, 1999

    2 Puckey, Jonathan, "Tool (Or, Post-production for the Graphic Designer), In Blauvelt, Andrew. Graphic Design: Now in Production" Walker Art Center 24-, 2011

    3 Blauvelt, Andrew, "Tool (Or, Post-production for the Graphic Designer)" Now in Production. Walker Art Center 23-, 2011

    4 Adamson, Glenn, "Thinking Through Craft" Berg 72-81, 2007

    5 Pallasmaa, Juhani, "The Thinking Hand. Existential and Embodied Wisdom in Architecture" John Wiley & Sons, Ltd 17-, 2009

    6 Pye, David, "The Nature and Art of Workmanship" The Herbert Press 17-, 1995

    7 Gell, Alfred, "The Enchantment of Technology, In The Craft Reader" Berg 464-481, 1992

    8 Heller, Steven, "The Education of a Typographer" Allworth Press 2004

    9 Heller, Steven, "The Education of a Graphic Designer" Allworth Press 2005

    10 Dormer, Peter, "The Culture of Craft" Manchester University Press 139-, 1997

    11 Sennett, Richard, "The Craftsman" Yale University Press 456-, 2008

    12 Adamson, Glenn, "The Craft Reader" Berg 310-316, 2010

    13 Heller, Steven, "Teaching Graphic Design: Course Offereings and Class Projects from the Leading Graduate and Undergraduate Programs" Allworth Press 2003

    14 Goggin, James, "Practice from Everyday Life: Defining Graphic Design’s Expansive Scope by Its Quotidian Activities, In Graphic Design: Now in Production" Walker Art Center 23-, 2009

    15 Bean, Jonathen, "Old Hat: Craft Versus Design. Interactions, January + February 2012"

    16 Hoskins, Jonathan, "Making as a Means, Making as an End, In Out of the Ordinary: Spectular Craft" V&A Publications and the Crafts Council 75-, 2007

    17 Aldersey-Williams, "Hugh, Wild, Lorraine and Boles, Daralice" 1990

    18 Hall, Ashley, "Experimental Design: Design Experimentation, In Design Issues: Volume 27, Number 2 Spring" MIT Press 17-26, 2011

    19 Shaughnessy, Adrian, "Essays, Scratching the Surface" Unit Editions 275-, 2013

    20 Nugraha, Adhi, "Does Art Benefit from Craft Knowledge?, In SYNNYT/ORIGINS, Volume 2" Aalto University, School of Arts, Design and Architecture 2009

    21 Bruinsma, Max, "Design Interactive Education, In Education of a Graphic Designer" Allsworth Press 2005

    22 "Cranbrook Design: The New Discourse" Rizzoli 14-,

    23 Wallace, Jayne, "All This Useless Beauty: The Case for Craft Practice in Design for A Digital Age" 7 (7):

    24 McCullough, Malcom, "Abstracting Craft: The Practiced Digital Hand, In The Craft Reader" Berg 310-316, 1996

    25 Risatti, Howard, "A Theory of Craft: Function and Aesthetic Expression" The University of North Carolina Press 2007

    26 Press, Mike, "A New Vision in the Making: Exploring the Value of Craft Education in the Information" (1) : 24-, 1998

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    2027 평가 재인증평가 신청대상 (재인증)
    2021-01-01 등재 등재학술지 유지 (재인증) KCI등재
    2018-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2015-02-09 학술지명변경 외국어명 : Bulletin of Korean Society of Basic Design & Art -> Journal of Basic Design & Art KCI등재
    2015-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2011-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2009-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2006-01-01 등재 등재학술지 선정 (등재후보2차) KCI등재
    2005-01-01 등재 등재후보 1차 PASS (등재후보1차) KCI등재후보
    2003-01-01 등재 등재후보학술지 선정 (신규평가) KCI등재후보
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    기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
    2016 0.33 0.33 0.34
    KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
    0.34 0.34 0.512 0.08
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