In Proximity
RISD
Graphic Design MFA
→←Class of 2020
Aleks Dawson
Bobby Joe Smith III
Carl-Gustaf Ewerbring
Caroline Robinson Smith
Elena Foraker
Emily Guez
Fabian Fohrer
Hilary duPont
Lizzie Baur
Mukul Chakravarthi
Seyong Ahn
Sophie Loloi
Vaishnavi Mahendran
Weixi Zeng
Yoonsu Kim
In many ways, our collective studio practice is as powerful as our individual creative territories. The digital exhibition for the Graphic Design MFA Class of 2020 is an attempt to put the work of fifteen students on view from multiple vantage points. It does not meld our individual practices into an approximate whole, but encourages our work to remain In Proximity.
This digital exhibition fosters an attitude of fluidity and exchange, gradually unpacking each body of work by peeling back the layers of research and considerations that make up this collection of theses. It’s flexible curation within an expandable grid reflects a desire to follow each other’s lead and to consider our work as a chain of linked events that are separate bodies but rely on each other for support.
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Aleks Dawson
Show StackRe:Ornament
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Re:Ornament calls for a rethinking of ornament within the history and practice of design, urging a broad reconsideration of ornament’s value and a complete reimagining of ornament’s future potential. Charting the arc of ornament in the Western tradition, this thesis reexamines the impact of modernism’s rejection of ornament—and, with it, its embedded culture, history, knowledge and craft.
Studying ornament’s structure as a language, I make the case for ornament’s inherent beauty and excess and speculate on how ornament could apply to thinking and making beyond design. Through graphic form, material exploration and pattern thinking, I negotiate these complexities with work that is intrinsically structural, deeply ornamental and often a hybrid of the material and the digital, the hand and the machine. As such, my work is not only a response to—or rebuttal of—modernism, but also a call to action and an invitation to remember, recalibrate and remake our perception and use of ornament today.
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BJS
Bobby Joe Smith III
Show StackU+16E99
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The general understanding and professional practice of graphic design have been shaped by the perspectives, needs, and desires of white, cis-gendered, heterosexual men in imperialistic, capitalist societies. The tools, substrates, professional networks, institutions, processes, theories, grammars, and values that have come to define the discipline have been shaped from this position. Consequently, graphic design primarily serves the needs of the settler in settler colonial regimes like the United States. Such a reality has prompted many designers like myself who do not fit neatly into this rubric to question the framework of the discipline and our position in it.
My thesis is rooted within this broader inquiry, which for me, as a Black and Indigenous person, began a few years ago through the emergence of two decolonial movements in my home communities: the BlackLivesMatter movement in Minneapolis, Minnesota, following the live-streamed extrajudicial killing of Philando Castile by a White police officer; and the NoDAPL movement in Standing Rock, North Dakota, which sought to prevent the construction of an oil pipeline across the river my tribe depends upon for water. The inquiries that evolved from the social and political contexts in which I began my formal design education have particular salience now amidst current manifestations colonial oppression: a deadly global pandemic that has disproportionately claimed the lives of Black and Indigenous people due to the violence of structural inequities in the United States; the resurgence of the Keystone XL oil pipeline threatening the sovereignty and ecological well-being of numerous indigenous communities in the Midwest, including my own; and the nationwide uprisings sparked by the extrajudicial killing of George Floyd by Minneapolis police. My background and the urgent socio-political contexts surrounding my design education have forced me to seek out creative and subversive methodologies to bend a design discipline defined for the service of settler colonialism towards ongoing decolonial movements in Black and Indigenous communities. Using design in the service of decolonial movements will require new articulations of tools, substrates, networks, institutions, processes, theories, grammars, and values. Fortunately, there is a long tradition in marginalized communities of repurposing tools not designed for us to meet our own needs.
Decolonization is not a destination along a binary array. Rather, it is a vector traversed through a lifelong practice seeking what lies beyond the decolonial horizon. Design and the product of design is not an end in a decolonial design practice, it is the work that leads to and through the personal, interpersonal, and systemic work that is required. Process is the product. Design is a vehicle for the beyond, one of many possible methods that activate the decolonial moments, gestures, and utterances between people that triangulate new vectors for our collective liberation and help carry us there.
U+16E99 is one articulation of a decolonial design practice uttered through the poetic grammars of Black, Indigenous, Queer, and Feminist thinkers, makers, and organizers. It is an attempt to define a vector for my own creative practice that centers my values, needs, and desires, while navigating the demands, precarities, and limitations of the academic institution and settler colonial context in which this mapping takes place.
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CGE
Carl-Gustaf Ewerbring
Show StackOh wait, is this a loop?
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When Photography as a medium arrived, it changed our world. It caused us to reinvent many things, one of them being the medium of painting. All of a sudden, a realistically painted picture was no longer the best possible way to document and archive visual qualities. New styles of painting evolved, and the medium grew into something bigger than before.
The web arrived a while ago, but what mediums has it revolutionized? Or more important, what mediums should we reinvent because of the web? This thesis book is a system investigating that question.
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CRS
Caroline Robinson Smith
Show StackIn Flux
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To incite immersive design experiences requires a reciprocity between designer and participants, between designer and machine and/or between design structure and dynamic potentiality drawn from properties of a particular space. Site-specificity locates the practice on various levels as the designer must give away part of their authorship to third parties, interrelationships and avoiding fixed processes of familiarity. With a commitment to openness and movement, the design practice must be both improvisational and orchestrated without a singular underlying structure to bind it. An exchange is required for a project’s separate moving parts—those being a facilitator, creative participants or environment—to become attuned to each other’s positions and construct grounded footing. If the designer is mediating or facilitating this endeavor, it is not their role to predicate a direct path for the project but to aid its process by giving it gravitational pull. What denotes as gravity under this system, however, may shift as the project’s direction meanders, and a varying measure of structure is required to anchor it’s participants with a productive common ground to build upon as a group. The relationship of elements that permeate my design processes behaves more like a gradient than a hierarchy. Up close, each pixel of a gradient exists as its own individual color. While discrete, they are part of a larger system, becoming visible within a complex matrix of relations. From a distance, all the individual colors in a gradient are still apparent and visible but they still all relate to one another, living together in a state of fluidity, transition and response. These colors are separate from each other yet attuned to their surroundings.
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EF
Elena Foraker
Show StackBinge
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My appreciation for mainstream pop culture is genuine, but I am not a passive consumer. Drawing from both embodied experience and contemporary feminist theory, I design as a participant, cultural surveyor, and critic. From these vantage points, I obsessively watch to discern the tropes of specific media such as reality TV romance and dead girl shows. My data bingeing leads to my process of archiving, de/recoding, and making visible the algorithm structuring pop culture.
“Fantasy” is derived from the Greek phantazein, meaning “to make visible.” In this thesis, I demonstrate that the fantasy-reality relationship is not an either/or. Reality TV challenges this binary directly; despite its moniker, it is more fantasy than reality. The distinction between reality and fantasy is further blurred when real women play fantasy dead girls; The plotline may be fictional but the violence against women is real. Like binge-watching, Binge fully immerses you in my pop culture world through both critique and celebration.
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EG
Emily Guez
Show StackHow to do things with things
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Humans have always done things with things. It’s at the very origin of who we are as a species: we’ve gone from being bipedal homonins to people who live in complex societies by making rocks into tools. Things can serve a practical function, but they also carry cultural and symbolic meaning: they can tell our personal stories, allow us to connect with each other, and be the outer manifestations of our inner lives. The things we use in our every day lives, by implying a set of actions we can take when interacting with them, participate in shaping our reality: all things contain a set of implied behaviors, rules, customs, morals and beliefs.
How to do things with things is an invitation to look at things as clues with which to investigate reality, and to then go ahead and make new things to invent new realities. If our culture, norms and sense of self are embedded in our things, there’s good news: they are all malleable. We can take things apart and put them back together to look at ourselves from a new perspective. We can (literally) objectify any concept or idea to try it on for size. We can make things that allow people to try entirely new and unexpected behaviors and ideas.
Doing things with things is a practice of performativity; it looks at everything around us—from the clothes we wear, to the tools we use and the spaces we inhabit—as a set of messages, stories, and behaviors. In doing so, it’s an invitation to expe-rience and engage with complex ideas and concepts in a way that is not abstract but, instead, embodied. If we can wrestle with the inter-personal, behavioral, socio-psychological and historical aspects of being human by literally interacting with them, we can actively participate in making new versions of all of them and maybe, in the process, become new more-multidimensional humans.
FF
Fabian Fohrer
Show StackCounter-Formation
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Counter-Formation establishes a foundation to envision a more accurate shape and field of interrelations across disciplines and contexts that are not only receptive but appropriative and elaborative. By approaching the space of the counterform, my ambition is to generate a responsive structure and an archive of fragments to build upon—a blank canvas with a variable format to recast vision and action. Counter-Formation places emphasis on the transformative, liminal space that allows one to encounter contexts from within, between, and around to organize or break them in a different fashion.
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HdP
Hilary duPont
Show StackA Very Large Array
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The Very Large Array is a radio telescope in a remote area of western New Mexico. An Array is a single telescope made out of multiple satellite dishes. The satellite dishes move in and out on tracks to focus on different distant points in the solar system. These multiple dishes are functioning together to look at one single point, the combined powers of the satellite dishes results in a sharper focus.
This book is an array. The objects included are my observations, interests, experiences and ideas. My thesis is a point in the distance, and I am looking at it using these multiple sources for greater clarity.
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LB
Lizzie Baur
Show StackTemporal Collisions
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We live during a time of smoothly effortless design that encourages instant gratification. In this sea of pre-existing content, most of which we experience through layers of mediation, my practice encourages drifting. As a graphic designer, I try to decondition myself away from reductive thinking. In response, this thesis operates on the fringe, cycling attention to unexpected associations, harnessing temporal collisions and formal play toward diminishing cultural baggage and preconceived notions. I deliberately attune the reader to the labyrinthine, as an experience by which to interrogate common sense and steer the imagination towards moments of uncertainty.
This work engages a kind of dialectical movement, an edging of contact that makes the original more malleable. The familiar, the singular, local events and vernacular languages are my raw materials. I systematically collect and entangle trace elements from cultural, historical, geographical and personal experience. I invite inconsistencies and peculiarities within these new narratives as a challenge to remain open and engaged. Slippery and hard to grasp, this dysfunctional movement, which I’ve framed in this thesis, decenters singular messages and allows new forms of reasoning to emerge.
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MC
Mukul Chakravarthi
Show StackStrata: Lessons in Latency
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Every visual artifact, from a street sign to advertising commercials, is an event of culture, a cross-section of time. Crucial to my work as a designer is to build an interpretive understanding of these images as more than surface, more than banal. Embedded in their construction are dense, unseen contextual latencies— social, economic, and political forces — that combine to define a cultural moment.
Every visual artifact, from a street sign to advertising commercials, is an event of culture, a cross-section of time. Crucial to my work as a designer is to build an interpretive understanding of these images as more than surface, more than banal. Embedded in their construction are dense, unseen contextual latencies— social, economic, and political forces — that combine to define a cultural moment.
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SA
Seyong Ahn
Show StackMy Millennial Asian Fetishized American Fantasy
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The perspectives that I present throughout My Millennial Asian Fetishized American Fantasy are South Korean-centric, biased, absurd, skewed, unfair, and real. Instead of being nostalgic, the contents introduce questions—ones that persist as I examine my design practice. They open a process of dialogue with the present, while provoking a consideration of the future:
1) If I am a product of capitalism and globalization, how might I better interrogate and define my cultural DNA?
2) What is my approach to the evolving conception of graphic design under new (technological, ethical, ontological) conditions?
3) What interests and concerns truly engage me, such that I can continue to pursue them willingly and freely in my post-graduate practice?
To tackle these questions, I look at the systems and models of authority that influence me. I analyze my generational perspective, my obsession with logos, and my ambition to crossbreed unrelated concepts and images. What emerges is the anxiety of a Millenial-Asian encountering an illusion of utopia. This book catalogues memories, conversations, research, and viewpoints. Accompanying my research and project documentation, I share some personal anecdotes that both reflect my cultural background and interests, serving as a foundation for the included works.
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SL
Sophie Loloi
Show StackAncient Hyper Present
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My practice, and especially this virtual garden, is a collage made of media, images, and virtual space across different eras and time signatures. Graphic design can exist in a gallery, in the screen, inside headsets or in the streets. Like a lucid dream, it can be disorienting as it opens up to a more-than physical ground of experience, within the virtual, within shared memory. As critic Mark Fisher notes, this reflective practice arises as a form of ”anachronism.” Before I could arrive at my transdisciplinary practice that considers experiences of exile and diaspora, I had to wrestle with a singular question: what does it mean to visualize and materialize nostalgia for a distant world? In my effort to answer, I learned to identify as both an architect of memory and an archivist of place, and allow my work to exist in a multiverse of fields, rather than in one space. To communicate the literal and transpersonal, Ancient Hyper Present gathers an array of forms: editorial, kinetic, typographic, spatial, and experiential. I call forth a practice of reflection, to go through the process of seeing the unseeable or the unacknowledged.
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VM
Vaishnavi Mahendran
Show StackEthnoGraphemes
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Spoken and written languages are living processes. As with our own natural systems, they are born, evolve in stages, yet also face the eventuality of death. Current research indicates that there are 7,111 spoken languages in the world. UNESCO lists a total of 577 languages as critically endangered.
This thesis examines the role of graphic design and its potential contribution to the preservation of endangered and under resourced languages and writing systems of indigenous communities. My interest lies in exploring possibilities of the script serving as a vessel to share and celebrate deeper stories of each of these communities’ heritage.
Through my practice, I experiment with new media tools to explore: the linguistic frameworks and visual arrangements of underrepresented languages, to create narratives that can speculate on how we can signify timelessness — bridging past, present & future. I intend to support communities in their efforts to reclaim their histories through cultural dialogue and collaboration to create meaningful future identities. This thesis details my collaborative process of revitalizing the Sora Sompeng script in support of the Sora forest tribe in Orissa, India.
EthnoGraphemes offers an initial methodology, framework and reference guide for future work in engaging graphic design towards socio-cultural conservation, encouraging human diversity, while celebrating cultural identity and pride among indigenous communities by looking into the future, while honoring one’s past.
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WZ
Weixi Zeng
Show StackSomething to See Here
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“Nothing to see here” is a suspicious phrase.
Whenever we hear it, we pause and become alerted. Something is most likely indeed happening, and worth noting — mishaps ranging from either an embarrassing coffee spill, unfair abuses of privacy, or insidious early signs of a pandemic.
Historically, states and national entities have always valued the power of information to allow them to see more, and see better — all the while obstructing the path to clarity for ordinary citizens. Systems and infrastructure have become expressions of authority, rife with distortion and deception. Familiar systems are commandeered to surveil us, yet most of us fail to notice them.
I encourage us to rethink and scrutinize our interactions with modes of communication. As a graphic designer, I make information visible through compelling narratives — gaining an overhead view while unearthing critical data. My practice is an attempt in protecting information’s integrity and resolution.
This thesis scrutinizes the built environment, questions power imbalances, and reclaims potent mediums. Something to see here transforms and reframes a cliché into a call for awareness, and an everlasting quest for alternative perspectives.
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YK
Yoonsu Kim
Show StackSkew-morphic Dream
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Skew-morphic Dream explores various design approaches in creating a shift of viewpoint by agitating the familiar through a daydream. The doubling disjoint of the familiar creates an 'unreal real' world. This world is a skewed view of the function-driven interface design represented in skeuomorphism. Strategies of defamiliarization are implicated in creating a perceptual halt. Within these odd spaces arises an opportunity to think differently about perception, tools, and ideas of the interface.
This thesis catalogs three methods used to create Skew-morphic dreams: utilizing familiar tools with inverted functions, opening portals to defamiliarized landscapes, and developing platforms that require the audience to behave in unfamiliar ways.