In art, there are so many ways to apply different skills, ideas, techniques, and concepts creatively. The freedom to explore and make is seemingly endless, especially when there are opportunities to create artworks in various or multi-medias. I love the concept of digital art as it connects to traditional art. Teaching students how digital medias were developed to mimic traditional materials and methods is fascinating and helps students to make broader connections and understandings related to art making. Also, how artists' abilities extend far into visual literacies, apt handling of techniques, tools, and professional digital programs. However, one of the issues I face is connecting students to thinking about how art and digital art are more than just making something without intention or just making in an app; there is thought, concept, and process behind what artists do. Additionally, keeping students occupied and engaged while making digital artworks over a range of themes, visual outcomes, and designs. Many students may feel that digital art is constraining, or they have only experienced one format. I want to engage them in the ways that art, digital or not, can be used simultaneously and cohesively to create artistic solutions to any problem an artist may have. I would like to focus my research on methods of engagement and creative approaches to critical, visual, and digital literacies as they relate to learning about and creating art, including artistic process, presentation, and reflection/responses.
Albers, P., Vasques, V. M., Harste, C., & Janks. H. (2019). Art as a Critical Response to Social
Issues. Journal of Literacy and Technology Special Edition, 20(1), 46-80.
This article details the pedagogical connections between art making and critical
literacy through a range of linguistic, cultural, communication, and technological
perspectives focused through the lens of the relationship between maker, materials
and process. Maker experiences at a 2017 Summer Institute associate the relationship
between redesign as a methodology for critical literacy that opens makers to
expansive creative opportunities. Utilizing creative play and process-based
workshops, educators explored visual and critical literacies to converse and convey
social issues. Goals of the Summer Institute include expanding critical literacy
through making to inspire abductive thinking, redesign, and empathy in literacy
curriculum. This article relates critical literacy pedagogy to creative art making
processes as each focuses on dynamic engagement with materials and topics,
asserting that final projects or ideas are formulated after rigorous and intentional
engagement with the materials.
Ballmer, A., & Tobias, J. (2017). Trend forecasting: Collecting the history of the future. Art
Libraries Journal, 42(1), 19–25. doi:10.1017/alj.2016.40
This article synthesizes the field of trend forecasting, plainly stated as the
'archaeology of the future', in the context of fashion design, art, and media. Historical
backgrounds of trend forecasting outline the consumerist and globalist diffusion of
marketing, manufacturing, and communications design trends. Specialized print
and digital libraries collect and organize forecasting data used by designers to
analyze. This article describes the literacy of the future and how artists and designers
use data-driven analysis to influence and control cultural trends, fashion, art, and
products. Understanding how to read, manipulate, influence, and control outputs
in this field is a rare and expansive literacy for designers in both art fields and beyond.
Designers, in essence, have their own language of the future.
Boyd, V. (2012). “Whatever it means, you should have it”: Exploring digital literacies in
arts education. Art, Design & Communication in Higher Education, 11(2), 111–125.
https://doi-org.sunyempire.idm.oclc.org/10.1386/adch.11.2.111_1
This article focuses on a study coordinated by Vic Boyd at a specialized art institution
in the United Kingdom. This study assesses the constructs of 'digital natives' versus
'digital immigrants' and the more ubiquitous transient digital user. Boyd's study
comprises data collected from web-based surveys and focus groups assessing
students understanding and use of digital literacies in art. Outcomes both align with
and divert from preconceived notions regarding young individuals and technology
uses in creative fields, noting that young individuals are not unanimously digital
connaisseurs. This study articulates the navigation between digital literacies
and how technology should be used alongside traditional methods for creative
learning in non-linear ways.
Dixon, N. (2023). Teaching Digital Literacy in the Context of Ai Text-To-Art Generators.
Computers in Libraries, 43(1), 19–22.
This article presents a two-part lesson on AI text-to-art generators and the impact of
this technology on art and artists. This lesson example details the impact of AI
technologies and how artists are both affected by and can use AI in art making.
Elements of the lesson focus on idea generation, ownership, and creative application
of AI. Participants' responses from the discussion and applied research are
summarized into communication data points within the categories of evaluating
outputs, role in the digital world, and limitations and capabilities. The author
acknowledges the homogeneous tendencies of students in small study pools, while
cementing the impact of AI as a positive learning tool. This article provides interesting
applications of AI in education and the art world, and provokes discussion of art
theory and digital literacy crossovers.
Jung, D.; Suh, S. Enhancing Soft Skills through Generative AI in Sustainable Fashion
Textile Design Education. Sustainability 2024, 16, 6973.
https://doi.org/10.3390/su16166973
This article compiles research and data from a South Korean university study
analyzing the use of AI in fashion design as a methodology for developing soft skills.
The study formulated experiences meant to assess how soft skills are developed, their
utilization in the workplace, how AI can develop and hone soft skills, and how AI is
used as a collaborative design tool in fashion design. Design Sprint processes are
utilized with collaborative design teams with a variety of fashion, design, and/or AI
experiences to determine enhancement of process, human equivalency, and
collaboration of soft skills practice through AI prompts. Findings offer insight into
career development, the necessity of baseline technology and direct content
knowledge, as well as that AI cannot replace the human creativity of fashion design.
The article addresses unique opportunities and examples of how to address AI in
educational design environments and how to facilitate group design processes for
textile designs in a modern digital industry.
I love the visual you included in your blog post! I always thought of art as painting, drawing or molding but there are endless ways to create art now using technology. I also have always found it fascinating how characters and scenes are created digitally in movies or cartoons. The methods and options are literally endless. It is so fascinating!
ReplyDeleteWow! This seems like an awesome topic to research. I think using media within art is such a a creative idea. I look forward to hearing more about your findings. The annotations on your bibliographies give some really awesome insight on the topic and one that really stood out to me was how AI is used in fashion design.
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