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John James Marshall thesis.pdf - OpenAIR @ RGU - Robert Gordon ...

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transition to an information-based economy offers opportunities for art and<br />

design practitioners to develop new production paradigms, design vocabularies<br />

and methodologies. However, research and teaching in universities will also<br />

need to embrace this development to stay competitive. The Cox Review of<br />

Creativity in Business (Cox, 2005, p.33) recommends that multidisciplinary<br />

postgraduate programmes in creativity, technology and business be created<br />

within certain universities as centres of excellence. In his 2006 RSA lecture<br />

Stephen Heppell (Heppell, 2006) indicates that education needs to be ‘projectbased’<br />

rather than ‘discipline-based’. However, since universities are structured<br />

around disciplines - there are obvious disadvantages for cross-disciplinary<br />

research and teaching (Russell, 2000). For these types of programmes to<br />

survive within the disciplinary structure of the university support for boundarycrossing<br />

research such as the current study will have to increase.<br />

Since the mid 1990s computer-based technologies have become increasingly<br />

affordable to and usable by a mass population (in the industrialised world).<br />

This has resulted in a democratisation of digital technologies. This has come<br />

with similar effects on the manufacturing processes more commonly associated<br />

with industrial production (Von Hippel, 2005, p.13). In recent years the use of<br />

digital technologies in art and design disciplines has also increased<br />

dramatically. Until now the discourse surrounding this development has mostly<br />

focused on the benefits this has brought for productivity. This has only recently<br />

touched on the possibilities that visual computing brings to the way in which we<br />

work (for example Callicott, 2001; Lynn & Rashid, 2002; Atkinson, 2003;<br />

Hensel, Menges & Weinstock, 2004; and Gershenfeld, 2005). Artists, designers,<br />

engineers, architects and craftspeople are now using a common digital toolset<br />

(Callicott, 2001, p.64). As production methods become more accessible, new<br />

creative possibilities arise that would not have been possible formerly. The<br />

present study provides an opportunity to explore and evaluate what new types<br />

of computer-aided designed and manufactured objects are being created by art<br />

and design practitioners.<br />

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