Showing posts with label aesthetics. Show all posts
Showing posts with label aesthetics. Show all posts

Monday, May 13, 2013

Pluralist Narratives in Digital Art and Philosophy

Much of contemporary human endeavor involves both art and technology. Objects are both technologized and aesthetically designed. Apple forever changed the expectation of high-quality technology and design in objects. Information visualization, 3-D printing, personal data, video games, and de novo biological design (e.g.; proteins, other molecules, synthetic biology) are some examples of the strong linkage between technology and aesthetic design.

Artists, scientists, and individuals alike are exploring these new venues of information, software, personal data, biology, and virtual reality for discovery and creative expression. Online tools facilitate the process and compress the required learning curves for proficiency.

As a result, there is a shift away from the institutional production of knowledge to include the more democratized production of art, science, technology, objects, and knowledge by individuals and crowds. This helps to enact change at three levels: a greater range of interesting and useful objects and technologies coming into existence; more fulfillment and expression of human creative potential; and new kinds of knowledge and meaning-making narratives about the world.

Sunday, March 10, 2013

What are the Next Media for Art?

Any prominent societal ‘currency’ is taken up by artists (and technologists and engineers) as an experimental medium. "Every culture will use the maximum level of technology available to it to make art" - Scott Draves, Generative Artist.

Recent societal currencies of prominence and dominance have included technology, information, biology, and raw data. All have been taken up by artists, scientists, laypersons, and other practitioners through the ease of widely available Internet-based tools (Examples in Figure 1).


The question would obviously arise as to ‘What are the next media for art?’ (e.g.; the continually new New Media). One way to answer is to prognosticate upcoming societal currencies. Some advancing societal currencies could be 3D printing feedstock (already starting to be exploited as an artistic medium), and pink goo – having more granularity and diversity of categories in synthetic biology.

Sunday, April 08, 2012

Possibility space for objective and subjective truth

While striving to define objective truth is a worthwhile activity, objective truth is perhaps only a small corner of the overall possibility space of available truths. There are many cases where objective truth is not available - it may not be feasible, appropriate, practical, or obtainable, whereas subjective truths may be infinitely available.

Some examples where objective truth may be lacking include future events, existential truths, and cases where objective truth is generally not available to all humans or specific individual humans. Objective truth may be unavailable in other cases that are beyond values, ethics, morals, and reason, and in phenomena in the qualitative, conceptual, intuitive, aesthetic, and experiential realms.

It could be helpful, therefore, to have rigorous methods for structuring thinking about subjective truth.

Sunday, January 22, 2012

Design and the disruptive startup: dynamic pivoting

In the mashup world of life, business, and web 2.0, spurred on by the Apple-ification of the world (iLife - as a concept not a product), one new idea is applying design to business models, and really by extension, applying design to everything.

Unfortunately, this does not mean as one might think, applying aesthetic principles, conceptually and literally, to business, business models, or any life context, adding beauty to function, and thereby function to function, and questioning the right proportionality of form and function.

Rather, at present applying design to business models means more basically, using design tools and design thinking in a business context, specifically, in the conduct of an iterative prototyping process with users.

In business 1.0, an entrepreneur would dream up an idea and write a business plan. In business 2.0, the claim is that entrepreneurs should interview dozens of potential customers to pivot through value propositions for ideas that solve the biggest customer pain points. Customer acquisition is tantamount, in a 'get, keep, grow' cycle. Elliptical tools like the business model canvas are proposed as support for this iterative prototyping process.