Institute of Digital Communication Environments
Dauerhafte URI für die Sammlunghttps://irf.fhnw.ch/handle/11654/13
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Publikation 1 Sekunde(Hochschule für Gestaltung und Kunst Basel FHNW, 2023) Högger, AninaIm Februar 2020 wurde ich in Sizilien am Strand «Eloro» auf Unmengen von Makro- und Mikroplastikpartikeln aufmerksam. Die Menge der Partikel hat mich schockiert, deren Ästhetik jedoch gleichzeitig fasziniert. Daraufhin habe ich viele dieser Teile gesammelt und sie mit dem Ziel, etwas mit ihnen zu machen, aufbewahrt. Im Rahmen der Basis-Thesis ist aus dieser Sammlung eine fast 800 Seiten umfassende Publikation entstanden, die vergrösserte Abbildungen der gesammelten Objekte zeigt. Durch die Vergrösserung werden spannende Details des Zersetzungsprozesses oder Ablagerungen und Schmutz sichtbar, der an den Partikeln haftet. Das Gewicht der Publikation entspricht dem Gewicht des Plastikabfalls, der pro Sekunde ins Mittelmeer gelangt. Ziel der Publikation ist es, einerseits die kleinen, für die meisten Strandgänger:innen unsichtbaren Plastikpartikel sichtbar und andererseits die enorme Menge durch das Gewicht greifbar zu machen. Durch diese physische Erfahrung und die Ästhetik sollen Menschen für die unschöne Thematik der Plastikverschmutzung sensibilisiert werden.11 - Studentische ArbeitPublikation A – A’ . Zwischen Inspiration und Imitation(Hochschule für Gestaltung und Kunst Basel FHNW, 2023) Müller, Marc; Stamm, Philipp; Troxler, Annik; Ferraro, ThomasImitation und Inspiration liegen sehr nahe beieinander, wenn es darum geht, ein Projekt neu zu entwickeln. Das Kopieren einer Arbeit ist nicht immer falsch. Im Rahmen meiner Bachelor-Arbeit habe ich die Grenze zwischen Imitation und Inspiration untersucht. Dazu habe ich mich mit dem Plakat «Johannes Froben und der Basler Buchdruck des 16. Jahrhunderts» von Emil Ruder auseinandergesetzt. Das Plakat ist aus zwei Linien und dem doppelzeiligen Titel dazwischen aufgebaut. Für dieses Projekt bin ich von meiner Interpretation einer Buchpresse ausgegangen. Das Ziel war es, das Plakat mehrmals zu verändern und die 1116 finalen Varianten in acht Kategorien zu ordnen. Dabei soll die generierte Masse in Form eines Buches zeigen, was durch das Imitieren oder Nachahmen eines Originals alles möglich ist. Die Medien Buch und Plakat werden verbunden, um den Inhalt des Originals, den Basler Buchdruck, besser transportieren zu können. Ich generiere eine Sammlung, wie es Emil Ruder eventuell ebenfalls gemacht hat, eine Art Rückwärts-Analyse. Das Ziel ist es nicht, ein besseres Original zu erschaffen, sondern mit unzähligen Varianten und einem gebundenen Buch zu zeigen, dass das Imitieren weitere Türen öffnen kann. Kopieren ist wichtig für den Erhalt und vor allem für die Weiterentwicklung der Gesellschaft und der Kultur.11 - Studentische ArbeitPublikation A hybrid transmedia storytelling. Amplifying voices and presence of emerging photographers(Hochschule für Gestaltung und Kunst Basel FHNW, 2023) Hilpertshauser, Mégane; López, Paloma; Hollaus, Invar Torre; Bircher, ThomasIn an era of constant connectivity, individuals are perpetually exposed to images, coexisting in a realm where representations, artificial intelligence, and robotisation dominate. Paradoxically, this increasing interconnectedness may foster a sense of disconnection from reality. Consequently, the boundaries between reality and the digital sphere significantly impacts photography, transforming established artistic practices. Photography remains in constant transition and evolution, rendering the once prominent term post-photographic inadequate to encapsulate the prevailing phenomena it was meant to describe (Brückle, Vitale, 2021). Through an examination of the historical evolution of photography and an exploration of media theory, a dynamic landscape of ever fluid and evolving images emerges, characterized by repetitive patterns and the proliferation of insular cultural spheres. The advent of image recognition technology further narrows perspectives and selectively shapes perceptions. Simultaneously, our experience of the present assumes diverse temporal dimensions, presenting a challenge for emerging photographers and designers who must navigate a fast-paced, fluid, and fragmented world (Goeting, 2022). Given the profound cultural and transformative impacts of contemporary media and technology, an imperative emerges to adopt a critical, thoughtful, imaginative, and alternative approach to digital tools. These emerging media and technologies engender new ways of perceiving, thinking, and acting, thereby transforming designers into active agents who reimagine the complex interplay between technology and culture. The project, entitled "A Hybrid Transmedia Storytelling – Amplifying Voices and Presence of Emerging Photographers", seeks to explore how the convergence of physical and digital realms demands a re-evaluation of how photographic content is shown, presented and distributed. Transmedia storytelling becomes a powerful means of uniting our digital and physical spaces, enabling a deeper understanding of our presence in this hyperconnected world. The name of the platform "Presence" encompasses both the presence of photographers within the artistic realm and the impact of new technologies on photographic creation and representation, along with our own presence in this fast-paced, interconnected society. The project aims to create an environment conducive to discovery and dialogue, with artists such as Arthur Fechoz, Alice Pallot, and Massimiliano Rossetto, while encouraging contemplation and deceleration in the first issue around Sense of Belonging. Deliberately incorporating elements of seriality into the magazine, the project aims to pique readers’/guests’ curiosity, with a foresight of forthcoming digital additions. This concept of deceleration and anticipation fosters an environment favourable to imagination and freedom. Readers actively contribute to shaping the narrative by interrupting chronology and offering fresh perspectives and visions. Ultimately, the project seeks to analyse how contemporary photography and design critically reflect on, experiment with, and envision alternative approaches to engaging with technologies and their cultural ramifications.11 - Studentische ArbeitPublikation AI and Art. Arguments for Practice(transcript, 12/2023) Schubbach, Arno; Thiel, Sonja; Bernhardt, Johannes C.Recent advances in the computer generation of pictures using methods and programs from artificial intelligence research, or, more precisely, machine learning, have once again raised the question of whether computers can make art. Based on A. Michael Noll’s early experiments with computer art from the 1960s, I argue by contrast that even the latest tools cannot do without human work and can only be part of an artistic practice thanks to this work. Rather than asking whether machines can make art, we should therefore develop creative practices in which it is possible to leverage the potential of new techniques for design and art.04A - Beitrag SammelbandPublikation Algorithmic experience: visualising the Instagram machine learning process for end-users(Hochschule für Gestaltung und Kunst Basel FHNW, 2023) Szlachta, Anna Maria; Reymond, Claire; Oplatek, Jiri; Zeller, LudwigAlgorithmic experience (AX) is a Human Computer Interaction concept that applies to digital products where a significant part of the end-user experience is determined by the algorithms. In other words, it is not only the quality of the interface that is relevant, but also the algorithmic processes whose result is represented by the interface. Some examples of such software products are social media platforms like Facebook, Instagram, TikTok, YouTube, LinkedIn, and others. With the advancement of algorithms, machine learning and AI, the algorithmic experience that is delivered is increasingly personalised. Moreover, the tailored content means that the experience can be different for each user, depending on several factors. Digital product designers therefore face the challenge of researching with users about their algorithmic experience. However, when we speak of algorithms, we mean complex processes that are invisible to end-users. Typically, understanding algorithmic models and concepts also requires advanced mathematical or technical knowledge. So far, such research has been conducted by means of in-depth interviews, but hit many additional obstacles with, for example, the understanding of basic algorithmic vocabulary. During the thesis, it was proposed to overcome this barrier by using visualisation. Building a common ground between designers and end-users using visual language could deepen the quality of the interviews. This would enable UX researchers to provide more valuable insights to the data science team and also be responsible for shaping the algorithmic experience of the product. The popular social media platform Instagram was chosen as an example for visualisation. A series of images explored how to present the algorithmic process to non-experts. The process included not only image-making but also conversations with Instagram users in an iterative process: design – evaluation with five users during in-depth interviews – design – and next sessions with users. This made it possible to provide an interactive final visualisation that mainly focuses on inputs and outputs, elements in the algorithmic process that are familiar to users. Combined with Instagram’s familiar layout, this enabled discussion on multiple levels, not only referencing users’ own experiences of using the platform, but also learning how much and how users combine information in their mental model of the algorithm. The visual investigation also allowed for a broader consideration of privacy policies and data gathering by technology companies, and their real impact on users’ algorithmic experience. The illustrations opposite show the concepts tested during the design process. During the image-making process, an effort was attempted to combine, on the one hand, Instagram’s known layout for users and, on the other, to present what data is processed by machine learning and AI processes that determine the shape of the algorithmic experience. However, the main focus was on the input and output data in the input-black-box-output process.11 - Studentische ArbeitPublikation Allergy Planner: Allergie-Mobile-App für ein sicheres Kundenerlebnis in Gastrobetrieben. Development of a prototype design solution for an allergy app to enhance the customer experience in restaurants, using UX and UI design approaches(Hochschule für Gestaltung und Kunst Basel FHNW, 2023) Knoblauch, Michelle; Renner, Michael; Schubbach, Arno; Eisenmann, LeanderThe number of food intolerances and life-threatening allergies is increasing worldwide. Approximately 25% of the Swiss population already shows signs of food allergies, while 35% have a potential risk of developing allergies. The rise in allergies and intolerances is also observed in other industrialised countries and is attributed to modern lifestyles, high living standards, and improved hygiene practices. The immune system is less challenged by natural enemies and harmless microorganisms, resulting in difficulties distinguishing between harmful and harmless substances and overreacting to harmless proteins. With the increasing prevalence of food allergies and intolerances, restaurant visitors often find themselves compelled to inquire about the ingredients of dishes to ensure they can enjoy their meal or drink without any incidents. However, this can also pose social barriers as individuals affected by allergies occasionally struggle to express their concerns and are sometimes not taken seriously, being accused of simply disliking certain foods. Additionally, the restaurant establishment is legally responsible for providing information at any time regarding whether specific ingredients are present in the ordered dishes or if the food may have come into contact with allergens that the customer is intolerant to, be it during kitchen preparation or processing prior to the arrival of the ingredients at the restaurant. To guarantee the provision of such information, it is crucial for the restaurant to have accurate details regarding the origin of each ingredient, as well as the cleanliness of the production and processing. Furthermore, this information flow is further complicated by variances in manufacturing methods of food and animal products from abroad, along with their labeling practices, which may differ from Swiss laws and regulations. Consumer surveys have revealed that, in addition to a frequent lack of knowledge, there is also a lack of awareness among gastronomy establishments regarding allergens. This has resulted in allergic reactions and, in some cases, serious incidents for more than half of the participants during restaurant visits. Building upon the insights from these consumer surveys and expert discussions with gastronomy businesses, a prototype of an allergy app has been developed using UX and UI design approaches following the guidelines of Jon Yablonski. The aim of this app is to effectively optimize and simplify the customer experience in restaurants, particularly in terms of safety and digital user experience. The focus is not only on customers but also on the gastronomy establishments themselves. By strategically applying UX and UI design in the digital realm, the selection of food and beverages for individuals with food allergies and/or intolerances in gastronomy establishments should be made safer and more user-friendly. In addition to the theoretical exposition, the final product comprises a supplier concept and the corresponding prototype design solutions for a mobile app for consumers, as well as a mobile app for gastronomy establishments.11 - Studentische ArbeitPublikation Alles für die Katz. Der Katzenbaum als Massenware(Hochschule für Gestaltung und Kunst Basel FHNW, 2023) Christen, Monika; Troxler, Annik; Stamm, Philipp; Ferraro, ThomasDie Auseinandersetzung mit aussortierten Gebrauchsgegenständen führte mich zu Beginn meines gestalterischen Prozesses in den öffentlichen Raum, wo ich entsorgte Gegenstände fotografisch festhielt. Ein ausrangierter Katzenbaum fiel mir besonders ins Auge. Für mich symbolisiert er eine Massenware mit kurzer Lebensdauer, die als künstlicher Ersatz für natürliche Elemente dient. Der obsolete Katzenbaum ist neuwertig auf der Website des global grössten Online-Warenhändlers zu finden. Katzenbaum-Inserate des Versandhändlers bilden die Grundlage für «Alles für die Katz». Ich habe Bildwelten und interessante Momente aus den Anzeigen extrahiert und in einem Buch dargestellt. Die Gestaltung legt den Fokus auf die gezielte Anordnung des Bildmaterials. Ein Vergleich bleibt so möglich, und es entstehen absurde, eigenwillige und manchmal auch eintönige Situationen. Das Buch lädt dazu ein, sich mit dem Katzenbaum in all seinen Facetten als Produkt unserer Konsumgesellschaft auseinanderzusetzen. Gleichzeitig soll seine reine Anwesenheit eine Botschaft vermitteln und Widersprüche wecken. Es zeigt das Überangebot an Katzenbäumen und regt bestenfalls, ohne moralisierend zu sein, zu Diskussionen über die zur Normalität gewordene Praxis der Wegwerfkultur an.11 - Studentische ArbeitPublikation Animationen von Oskar Schlemmers Illustrationen zu Igor Stravinskys Les Nocces und Le Renard(2015) Zeller, Ludwig; Renner, Michael09 - SoftwarePublikation Application «Eight»(Hochschule für Gestaltung und Kunst Basel FHNW, 2023) Isaikova, Kateryna; Schaffter, Jonas; Davis, Theodore; Diehl, ViolaThe topic of my project is the choice of higher education and subsequently a profession. My topic is very much related to the psychology of decision-making. In it I want to explore how and when people determine what they want to do in life. My project is based on the well-known theory of multiple intelligence. Multiple intelligence theory proposes to differentiate human intelligence into specific forms of intelligence, rather than defining intelligence as a single, general ability. Gardner argues that there is a wide range of cognitive abilities and that there is only very little correlation between them. This fundamentally deeper understanding may lead to what outwardly looks like slowness but may in fact conceal a mathematical intelligence potentially higher than that of the child who memorizes the multiplication table quickly, despite a less profound understanding of the multiplication process itself. In this project, my goal was to analyze the psychology of a person, the psychology of their decision-making. And to simplify the process of understanding and realizing for oneself, as I believe it can influence and possibly even change the destiny of a person if they make a better decision at an earlier age. In this way one can help people not to waste time and live a better life.11 - Studentische ArbeitPublikation Barbara Schnetzler im Kloster Schönthal - Einen Ort schaffen(Stiftung Kloster Schönthal, 09/2024) Hollaus, Invar Torre; John Schmid, Barbara Schnetzler04A - Beitrag SammelbandPublikation «Bire und Birne» – Lexikalischer Wortabruf bei diglosser Aphasie(07.10.2021) Widmer Beierlein, Sandra; Kuntner, Katrin Petra; Hemm-Ode, Simone; Reymond, Claire; Falcón García, Noelia; Park, Sung Hea; Jochmann, Angela; Elsener, Claudia; Blechschmidt, Anja06 - PräsentationPublikation Black box. On digital media and attention in post-industrial society(Hochschule für Gestaltung und Kunst Basel FHNW, 2023) Muscheidt, Boris; López, Paloma; Hollaus, Invar Torre; Bircher, ThomasBlack Box takes the form of an audiovisual installation, specifically of the interaction interface itself. The controller acts as an intransparent operative mechanism for accessing six individual and loop-based video works, which are then displayed on a vertical screen, while audio is transmitted via headphones. The series is segmented into pairs of two, with each pair representing a concept of perspective: into the medium, out of the medium and an outer view. The employed research method draws from artistic works, but also concepts of political theory and sociology that are seeking to analyse emergent forms of digital capitalism. The video works employ methods of live-action video, 2D animation, coding and sound design to illustrate various aspects of human-digital interaction. One central focus lies in displaying a novel form of alienation: creating a dialogue between the rational/neutral aesthetic of digitality and the irrationality of the human psyche along with the challenges of daily life.11 - Studentische ArbeitPublikation Bruno Seitz. Aquarelle: Erkundungen zu Licht und Farbe(Tony Wuethrich Galerie, 2024) Hollaus, Invar Torre14 - AusstellungsbeitragPublikation #CancelTheCulture(Hochschule für Gestaltung und Kunst Basel FHNW, 2023) Stoisser, Andri; Schaffter, Jonas; Diehl, Viola; Davis, TheodoreAls Gestalter beschäftige ich mich oft mit dem Thema der Zensur, welches uns täglich oftmals ganz unbewusst begegnet. Besonders fasziniert mich die Thematik der Cancel Culture, die durch öffentlichen Druck und Boykotte Meinungen, Ansichten und künstlerische Werke unterdrückt, die als unangemessen empfunden werden und somit Personen und Unternehmen gar zur Selbstzensur zwingen. Dies kann die freie Meinungsäusserung einschränken. Es gibt jedoch unterschiedliche Standpunkte, die zu berücksichtigen sind. Manche sehen Cancel Culture als notwendiges Mittel gegen Diskriminierung, während andere ihre negativen Auswirkungen betonen. Mein gestalterisches Projekt zielte darauf ab, mithilfe von API-Programmierschnittstellen, Webscrapern und eigenen Tools eine Website zu entwickeln, welche die verschiedenen Meinungen einer Diskussion im Netz direkt sichtbar macht. Sie soll die Vielzahl öffentlicher Aufrufe zum Canceln von Inhalten, Personen oder Meinungen veranschaulichen und das gesammelte Material archivieren. Dabei nutze ich die Plattform Reddit und andere soziale Medien als Grundlage, um auf die oft widersprüchliche Thematik aufmerksam zu machen.11 - Studentische ArbeitPublikation Content shifting. Possibilities of AR in publishing(Hochschule für Gestaltung und Kunst Basel FHNW, 2023) Moskalova, Yelyzaveta; Eisenmann, Leander; Renner, Michael; Schubbach, ArnoBooks are special due to their quality and presence. They were the main source to store and enquire information for a long period of time. However, there is a question, which is relevant nowadays. Is it possible that digital reading will replace physical books and does this mean that the printed world is going to become a thing of the past? Computers and the internet broke into our lives 30 years ago. And interactive technologies became a routine in our daily schedule. They are a great help in processing and saving information. Without any doubt, living in the Digital Era gives a wide variety of possibilities for society. Even though it looks like modern technologies will take over the world and kill their predecessors, it is not true. The more realistic picture is that technology will improve already existing media. For instance, John T. Hamilton claims that there is a good chance that the physical book will not disappear and that modern technology will make its current functioning even better. In “Book Presence in a Digital Age” he wrote that “An efficacious extension of publishing capacity, digital technology does not smother our bibliophilia, but rather allows it to flourish.” One of the possibilities which can improve and make book publishing flourish is augmented reality (AR). In the practical part of this thesis project, you can see the combination of paper book and AR app. The old-fashioned story about Baron Munchausen illustrates his unbelievable adventures or just lies and make-up stories, but in the modern world. When you are reading the text on the paper, you can only see an abstract shape. The magic appears during the scanning process. The AR app will trigger the image and show an illustration on top of the shape. And this is not the end. You can choose which illustration you want to see from three topics: Fame, Love and Money. For sure, it is possible to add more and more categories to the app and expand it to an unlimited number. This concept or method I called Content Shifting. When on one template you can apply multiple outcomes and change them with an app. The idea of this thesis work is to take the best qualities and benefits, then improve them with the Content Shifting method based on AR technology. The project considers the advantages of physical publishing using the AR technology as the final outcome. It is an attempt to show how we can use two different media together and their usage from their combination: the possibility to go beyond the pages of the book and get a more immersive reading experience. Also, hide some information, to make an unexpected surprise on the next stage. To sum up, the story about the lies of Baron Munchausen perfectly fits into the idea of Content Shifting. As it is hard to see the truth and lie in our world, it is also not possible to see something concrete in the shapes without scanning them. It should also be mentioned that an app without a book has no value, while you can read and use the book without an app. Probably, because the book is physical, it is truly a unique medium which cannot be replaced by anything; however, it could be improved.11 - Studentische ArbeitPublikation Defying the limits of the plane. Two-dimensional space and its consequences in the search for the order of nature(Intellect, 2015) Grüninger, López01A - Beitrag in wissenschaftlicher ZeitschriftPublikation Defying the limits of the plane: Two-dimensional space and its consequences in the search for the order of nature(Intellect, 01.04.2015) López Grüninger, PalomaThe discussion about the order of nature holds a central position in the History of Biological Science. It reached its culmination between the mid-eighteenth and the late nineteenth century, when new knowledge forced a rearrangement of existing thought patterns to adapt them to the recently discovered complexity. Not only different concepts about the relationships among organisms were superseding one another, but also images, as a variety of structures were used to visually display these ideas. Each of these visualizations, usually described as ladders, maps, networks and trees, developed a particular, individual formal language, generating a unique and fascinating collection of graphical examples. This formal variability is a product of the changing ideas about nature, about its origins, and even about the position attributed to human beings within it. However, it is also the result of the authors’ struggle with the drawing space in which this order was to be inscribed. By studying the history of the illustration of the order of nature from the perspective of applied image production, by analysing the strategies their authors used to visually express their ideas, the graphical elements they employed, in summary, the visual choices they made, much can be learnt about the visual medium itself, its specificity, its possibilities, its power. Using this approach, the following article will show that the transition from the scala naturae to maplike or treelike structures cannot be seen exclusively as proof of an intellectual transition, as a succession of abstract ideas, but as creative attempts to solve specific spatial problems imposed by the realm of the visual.01A - Beitrag in wissenschaftlicher ZeitschriftPublikation Der Tisch ist gedeckt! – La cena è pronta!(07.08.2015) Jäggi, Benedikt; Manz, Reinhard; Renner, Michael06 - PräsentationPublikation Design Prozesse(21.03.2015) Renner, Michael; Fontanilles, Enrique; Fink, Marion; Gantner, Tanja06 - PräsentationPublikation Designing Ukrainian’s soft power. Could type design influence national identity?(Hochschule für Gestaltung und Kunst Basel FHNW, 2023) Ponomarenko, VladyslavThrough the idea of my thesis, “Designing Ukraine’s soft power – Could type design influence national identity?” my goal in the visualization part was to build Ukraine’s identity by creating a typeface. How the language sounds is the main core of this identity. In my design, I have created a system that introduces sound to every letter. I tried to find a way to match sound with the looks, not only in the letters themselves but also when they turn into words. In the modern design of Ukraine’s alphabet, the letters don’t sound as they look, especially compared to Russian. The Ukrainian alphabet looks the same as the Russian alphabet but has some extra letters. These letters are the only things that distinguish these two languages in the visual way. People could hear a difference in the language but not see it, for example, on the street. Rits Grotesk is a typeface based on the rules of phonetics and personal life experience of the Ukrainian language.11 - Studentische Arbeit