Tag: digital literacy

  • Can “Art Direction” make better digital projects?

    Can “Art Direction” make better digital projects?

    Art direction is not a phrase that I was familiar with in the context of data visualization until I listened to a conversation between Alli Torban, host of the podcast Data Viz Today, and information designer Gabrielle Mérite on Episode 59: How Art Direction Can Make Your Work More Effective. This isn’t a recent episode (November 24, 2020), but the conversation between Torban and Mérite touches on a timeless aspect of visual display of information, which is to say its affective power. Art design, according to Mérite, is the ability to communicate the rhetorical, emotional, and ideological aspects of data in ways that resonate with the audience and with the message. Mérite explains:

    To me, the difference between design and direction, because I think the issue is that most people don’t know the difference, [is that] designis more about problem solving and finding those design solution[s], the visual solution, and art direction is about evoking the right emotion. It’s a bit … about creating that connection between what you’re seeing and what you’re experiencing.

    In other words, in the process of creating effective data visualizations, art direction is a part of the process that integrates the layout, framing, text, and image with the needs of the audience and the message from the data. When the emotional register matches the message (not merely the medium à la Marshall McLuhan), that harmony increases the power of the story the data tells. The idea of art direction may be most familiar in the context of developing a “brand.” In brand design, designers send clients extensive questionnaires that dig into the values, goals, aspirations, and feelings that the clients would like to evoke in relationship to their brand. Setting aside the corporate-speak for a moment, the need to create a cohesive look and feel, user interface, and style guide for a digital humanities project is quite similar. When a project successfully connects with its audience through content and design, the project seems to do more that the sum of its parts.

    How, then, do we teach and evaluate affective coherence within a digital project’s graphic design and user interface? What kinds of skills and literacies do we need to help students develop in order to extend their reasoned, logical, and deeply researched scholarly investigation to include the affective and often rhetorical arguments their projects make to the design, implementation, and administration of those projects?

    As a capstone and thesis advisor, I find this to be one of the tricker aspects of the project to cultivate, because doing so depends upon dialog, iteration, feedback, and sometimes even redesign and change. They are part of a project’s development that extend the timeline of the work, which–in turn–is also a hurdle to completion. The typical capstone project should take only one semester; however, really leaning into the “art direction” of the project means taking time to test, reevaluate, and redo, something that is likely to carry the project on beyond the single semester.

    So far, the way that I have begun to address concerns like these is at the proposal stage. When I’m reading a project proposal for a capstone now, I find myself asking students how they want the audience to feel and how feeling and affect are going to be addressed through the interface or visual and verbal signals embedded into the work. Whether or not that plan is fully realized in the single semester, to me, is less important than evidence that the student has taken time to consider and to account for the “connection between what you’re seeing and what you’re experiencing.” What I say now is that I’d like there to be evidence of intentionality in the project, such as a purposeful selection of color, texture, organization, or technology choice, that extends beyond utility to creating a cohesive experience between the audience’s visual experience and the information conveyed. While the realization of that cohesion may be uneven in the final project, the white paper the student submits should explain where there is evidence of artistic direction in what was produced and what steps the student would take in the future, were they to extend the project, to more fully realize that intent.

    Looking ahead, when I teach in the future, I plan to make changes to my syllabus in order to spend at least one week on art direction, design, and affect. I think that more readings on design, on metacognitive processing and memory, and affect theory will help students to be better prepared to marry the design and the information of the site and to think about the ways in which we create a future for the work that conveys not only what users / audiences learn but how they come to knowledge.

  • DHRI: Notes toward our pedagogical approach

    DHRI: Notes toward our pedagogical approach

    The entry below offers a very brief overview of our pedagogical philosophy and the rationale behind the Digital Humanities Research Institutes.


    The DHRI curriculum places great emphasis on foundational technical skills, and roughly one-third of all sessions at the Institute could be described as foundational. These skills—the command line, Git, Python, and data—represent flexible technologies predicated on fundamental concepts in computational literacy. In learning the command line, for example, students begin to conceive of their computing environment as a “stack” of technologies and are introduced to the use of a text editor for writing code and markup. We emphasize foundational skills because we believe that it is the most effective path toward enabling digital humanities researchers to become self-teachers and mentors in their own right. Many bootcamp-style intensives prioritize instrumental outcomes, such as whether students can write a for loop or build a map. While immediate results are desirable, we find that students who know how to use the command line, read technical documentation, and reason about simple systems are more self-sufficient and better able to approach technology (and technological rhetoric) with a critical eye. This leads to second- and third-order effects as students teach themselves and teach others, and also provides a common conceptual vocabulary and skill set that serves as a basis for collaboration within the community.

    The difference between an instrumental approach and a foundational approach is often not immediately appreciated by participants, but over time they begin to change their minds. Although an instrumental approach satisfies a researcher’s most immediate need, a foundational approach takes into consideration the long term impact that learning core skills will have for the future professional and research needs of the scholar. For example, a historian who wants to produce a digital exhibit of archival materials at a local historical society may choose a recognizable tool like Drupal, then look for training opportunities that help learn how to create a Drupal site, select an appropriate theme, and use the Drupal “exhibit builder” plugin to develop a publicly viewable resource. While approach satisfies the immediate need for a collection, it does not provide the researcher with the skills to decide if the next project is appropriate to Drupal. In a foundational approach, the same historian would learn how to use databases, how to construct effective queries, and why consistent metadata matters. While the researcher may still choose to use Drupal to create an online collection, knowing the underlying technologies will inform that choice and help with troubleshooting problems, asking for help on forums, or collaborating with teams of programmers and designers.

    DHRI grew out of our annual Digital Research Institute for GC students and faculty. Initially supported by a CUNY-wide Strategic Investment Initiative grant with continued funding from the Provost’s Office, GCDI has hosted five week-long, interdisciplinary Digital Research Institutes between January 2016 and January 2019 (cuny.is/gcdri) that have introduced more than 160 participants ranging from first year master’s students to doctoral students, librarians to senior tenured faculty to digital skills. Our DHRI curriculum is based on the lessons developed for our in-house institute. As a result, we are continuously updating and iterating throughout the year. Led by Lisa Rhody, the GC Digital Fellows collaborate throughout the year to develop a critical pedagogical approach that is designed to meet the needs of a diverse population of graduate students and faculty researchers. Tenants of our workshop pedagogy include challenge-based learning, theory through practice, multimodal delivery, a pragmatic approach to computer literacy, and an emphasis on foundational rather than instrumental learning.


    https://docs.google.com/presentation/d/e/2PACX-1vT3tRjJ-uIGiRe5BFT2hvZguZgCYeawXSHBbGYilrf2MPgAZ8XatS4k_rSm1Ie8eeOAyvERRDl0fO6_/embed?start=false&loop=true&delayms=3000