In 1991 Paul Heckel, a software developer at Apple Inc, devised a set of 30 rules to guide software designers in their creativity. In short, the software designer had to learn to think like a communicator and to practise an artistic craft as well as an engineering one.
Basically he saw software design as a new discipline in what he calls communication crafts. ‘Communication crafts’ is an overarching term to describe most of the creative disciplines such as writing, painting, film, drama, photography, architecture, music and computers. A table in his book shows these categories of communication crafts on a timeline. (Heckel, 1991).
When looking at the the Heckel diagram we might consider it as incomplete. However, the diagram is somewhat taken out of its context by isolating it from an otherwise excellent book called “The elements of friendly software design”. The intension of the diagram was to show that, what Heckel refers to as communication crafts, started as a technology, as an invention, and then somehow became an art form. The diagram only shows the beginning of the curve up to where these crafts actually became art forms but it does not show what happened after the continuous advancement of the particular invention.
Taking music as an example, the diagram shows the invention of the Egyptian harp as a starting point and then stops at Beethoven. It does not show what happens after that, when other more ‘alien’ influences merged with the concepts of Western music, combined with the technological sophistication of the instruments and recording equipment.
Tab 2: Most communications crafts started as inventions and evolved slowly in the direction of an art form. Software is a newcomer to the world of communications crafts. Figure from Heckel, Paul (1991). Elements of Friendly Software Design, Sybex.
In an attempt to complete Heckel’s diagram, or at least to extend it, Graphic Design has to be inserted as another communication craft. The challenge for Heckel was that Graphic Design underwent a cross domain evolution combining innovations in writing, painting, film, photography, and computer science before it transformed into its digital form – New Media Design.
Graphic Design became a real art form somewhere around the time avant-garde movements like Dadaism and Futurism started to use typography, and combined image and text to reveal powerful messages of social discontent. After that, a continuous tendency toward functionality turned this art form into an industry.
Technology (automation) is aimed almost exclusively at production and consumption with little regard to custom, craft and tradition. People embrace new techniques or innovative tools as a new medium and become artists in a new field. They surpass the initial intention of the tool, by becoming extreme experts with a high level of craftsmanship or operation skill in using the tool. At the same time, in a parallel flow there is OFTEN a mass movement in the use of the tool.
Ill. 11: Page from “The Studio” Magazine, 1920. It shows ads for the popular Camera Lucida or the ‘Periscope Sketcher’.
Ill. 12: A computer operator using Sketchpad in 1963, the first program with a graphical user interface.
Graphic Design (New media design)
Below is a list of events, mostly technological innovations, and theoretical constructs, from the five domains, that influenced a change in the domain of Graphic Design.
- 400
Codex book - 1150
Paper - 1300
Block printing - 1435
Linear perspective - 1436
Printing press which uses movable metal type - 1465
Drypoint engravings - 1502
Portable books - 1509
Color book-printing - 1525
Course book on the Art ofMeasurement - 1530
Type foundry selling fonts to printers. - 1555
Print shop selling copper engravings and etchings - 1572
Theory of optics and a portable camera obscura - 1620
First illustrated newspaper - 1674
First fashion gazette - 1788
Typographic Manuals - 1798
Lithography - 1800
First industrial iron printing press - 1814
Cylinder press - 1807
Camera lucida - 1817
Cardboard box packaging - 1826
Photography - 1827
Comic strip - 1842
First illustrated weekly newspaper - 1880
Halftone screen - 1884
Hot metal typesetting - 1900
The snapshot concept - 1905
System or style for poster design - 1907
Creation of a corporate identity - 1910
Avant-Garde
- 1917
De Stijl movements & journal - 1919
Bauhaus - 1920
Stock photography and stock libraries - 1931
New concepts in text and type - 1938
Xerography or photocopying - 1938
Concept of album covers - 1940
Graphic Design Magazines - 1949
Scanned color image - 1950
TV broadcasting - 1953
Phototypesetting - 1957
Graphic tablet - 1957
Digital image scanner - 1960
New layout processes andcomputational grids and techniques - 1968
Computer mouse - 1970
Personal computers. - 1971
eBooks - 1974
Good design - 1980
WIMP interface - 1981
MTV - 1982
Adobe - 1984
Apple Macintosh - 1985
LaserWriter - 1986
Digital video - 1987
Photoshop and other WYSIWYG design software - 1988
CRT monitors to Retina displays - 1988
Microsoft Office - 1990
World Wide Web - 1991
Wireless Computer Networks - 1992
e-Commerce
- 1993
Graphical browser - 1994
Search engines - 1994
Cyberspace, AR and VR - 1994
Video game consoles - 1995
Multimedia - 1997
Blogs - 1999
Web 2.0 - 2000
Search engine marketing - 2000
Domestic broadband - 2001
Computational design - 2001
Online image databases - 2001
Wikis - 2002
UI/UX design - 2003
Content management system (CMS) - 2004
Social media - 2006
Crowdsourcing - 2007
Smartphones - 2008
Mobile apps - 2010
Webfonts - 2010
Computer tablets - 2010
Digital marketing - 2012
Online DIY graphic-design tool - 2012
HTML5 (a new standard) - 2013
Generative Design - 2013
Responsive Web Design - 2014
Online WYSIWYG web builders - 2015
Neural networks, algorithms and artificial intelligence - 2016
Gig economy - 2016
Internet of Things (IoT)
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