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

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6.5 Outcomes<br />

This research project has successfully positioned itself over or between<br />

disciplines and has developed its own methods to pursue this enterprise. It has<br />

resulted in insights, outcomes and contributions that are applicable across the<br />

3D art and design disciplines. The achieved outcomes include:<br />

• A survey of existing works from the field of enquiry. This resulted in<br />

descriptions of new methods of working with computer-based tools in art<br />

and design and the development of evaluative criteria and critical<br />

language for computer-designed and/or fabricated objects.<br />

• An indicative model of the phases that art and design practitioners go<br />

through when they integrate computer-based tools into their practice was<br />

produced. This was derived from an existing technology adoption model.<br />

• A form of ‘technology-led-practice’ was identified and defined.<br />

• A curatorial framework for a public exhibition and symposium was<br />

developed. Qualitative data from practitioners, project stakeholders and<br />

audiences from these events revealed patterns and themes relevant to the<br />

theoretical framework of this study.<br />

• An increased capacity for a ‘transdisciplinary discourse’ at the<br />

intersection of disciplinary domains was identified.<br />

• A contemporary version of R. Krauss’s ‘Klein Group’ diagram was<br />

developed as means of visualising the field of enquiry and the<br />

relationships between objects from the field and the ‘hybrid’ forms of art<br />

and design practice that produced them.<br />

• Contributions were also made to the literature of the field of enquiry.<br />

6.6 Concluding remarks and future research<br />

There is an expectation that digital fabrication will eventually allow a mass<br />

audience to manufacture physical items at home directly from their computer<br />

desktop. New production paradigms have brought producers and consumers<br />

into a closer relationship. Computer-based design and fabrication can invert<br />

the conventional sequence of product development and manufacturing and<br />

bring about a more distributed model of digital production. All this points to<br />

the wider circulation of objects not defined by the existing values of established<br />

design discourses. Practitioners are making use of digital tools in cultural<br />

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