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These are the reading notes / transcript of "How to run an art school on Free
Software/Open Source", a presentation by Florian Cramer, Aymeric Mansoux and
Michael Murtaugh for LGM2010 (Brussels) and OSCON2010 (Portland). The talk is
a presentation on how FLOSS should be taught in an artistic context, using
the Piet Zwart Institute Networked Media Master as an example.
These notes might end up in a "proper" paper one day, until then, I keep this
text here.
==Intro ==
=== Florian ===
* Images: website, students in classroom, gordo in studio
We have to admit that this title is a hyperbole. Actually, we are not talking
about our entire art school, but only one study programme: the Networked Media
Master at the Piet Zwart Institute of the Willem de Kooning Academy in
Rotterdam, the Netherlands. It is a small, very international and
cross-disciplinary new media design and art programme in the graduate school of
Rotterdam's traditional art academy. Our students have backgrounds as graphic
and web designers, media artists and activists, but also include architects,
fine artists and even a dancer. Our common interest is to critically think
about digital and computer media, and create one's own media work based on that
thinking and research. The most simple formula we use is the following: it's
media design as design of media, not just with media. And that's where Free
Software and Open Source come in - because they provide the building blocks for
these self-created media.
* Light writer: Ricardo Lafuente: a self-created medium on the basis of the
* Arduino board Web 2.0 Suicide Machine: Gordon Savicic/Danja Vasiliev: a Web
application that thoroughly deletes your social media profiles.
=== Aymeric ===
So when we talk about Free and Open Source (FLOSS) in our department, we do not
simply mean the scenario of replacing Photoshop with The Gimp, Max/MSP with
Pure Data, Cinema 4d with Blender, and so on. We are more interested in FLOSS
as an entry point into a different media practice - based on a comprehensive
critical rethinking of communication in its relation to technology. Apart from
that, we have a very practical interest in the non-mainstream tools and work
flows provided by Open Source and Free Software (ref web 2.0 suicide machine).
This puts us into a different camp than even the GNU Project of the Free
Software Foundation because our concern is not to obtain free alternatives to
existing software, no matter how this software is designed.
== Media Design? ==
=== Michael ===
* Ivan Monroy Lopez, man immigration
(Former co-course director) Matthew Fuller would use the example of
"vapourware", software that is announced and discussed without ever being
actually released to the public (or perhaps even being written at all), as a
simple example of how software is a cultural, and not just technical
phenomenon.
=== Florian ===
* Darija Medic: The "us" in virus, artistic/activist reflection of openness in
the medium of a "viral" sticker campaign For example this piece evokes
software, while taking the form of stickers.
=== Michael ===
Using open source in art education is also about using new methodologies and
approaches to teaching. Traditionally "good design" is equated with notions of
"simplicity" and "seamlessness". The Faux-metal skins popular in current
interface design seems to respond to a need to reassure the user of a stability
and sturdiness. Free software often reveals the underlying assumptions and
decisions that have been in the design of software and confronts the user take
an active position in how they want to work, with what tools on what terms.
Open source confronts students with the fact that software is developed in
communities, with differing philosophies / approaches / priorities.
* Epicpedia: Annemieke van der Hoek
Presents wikipedia articles as a dramatic conversation over time, as opposed to
a seamless essay.
For me personally, as a software developer, the experience of working with free
software has encouraged me to shift from a "make everything from scratch" way
of thinking to one that is more modular, and which looks towards tapping into
existing code and software communities; I've come to value the creative
potential of simply making novel connections between existing systems; In
addition, conceiving a project as a pipeline opens it up to collaboration, and
broadens the range of your work beyond your own particular skills or interests.
=== Aymeric ===
The pipeline, as an approach to creating an artistic work, is in dramatic
contrast to a traditional image of the "isolated artist working in the 'clean
room' of his/her creative suite..." and recasts work as being a flow of
material across different sources. aknowledges that the tools are themselves
represent decisions, assumptions, work of others, negotations/compromises
Often a project can have a powerful impact simply by making an unexpected
connection between systems.
* Timo Klok (in collaboration): Pirates of the Amazon
(many ppl thought it was a crack.)
=== Florian ===
We are also critical about the typical divide between designers on the one side
and engineers on the other. It's the classical new media trap where the artist
develops the vision, the technician the code, and the result is disappointing
because neither speak each other's language.
== Networked Media Design ==
=== Florian ===
You could say that FLOSS Artistic tools are not as professional as the Adobe
suite. I think we are in the same situation as database servers in the 1990's.
MySQL was criticized for lacking the full feature set of Oracle, just as the
GIMP is now criticized for lacking the features of Photoshop. The breakthough
of MySQL came with the rise of the web, and the need to have simple flexible
solutions without licensing fees. Unlike photoshop, the gimp can be run on a
server to generate graphics in real time. In addition, the growing important
generative design creates an ideal situation for Open source tools.
=== Aymeric ===
One of the key aspect of the program is to get students to question their work
flows, their tools, their assumptions. A key challenge is getting students to
stop thinking in terms of "what can the software do for me", and switch the
mentality to "what can I do with software",and eventually create their own
programs. This means to pull students out of a production mode of "getting
things done" and into a more reflective manner of work. The complexity inherent
to using Free Software is often very good for this purpose. (Even if we are
repeating ourselves here, it's still important to keep stressing it:) We would
like to encourage FLOSS developers not to strive for a better Photoshop, a
better Illustrator or a better Final Cut Pro, but build artistic design tools
on the traditional virtues of programmable and networked Free Software. We need
more software projects that are low level enough to allow artists and designers
to develop their your own GUI metaphors, command line tools and of course
artistic software, while - at the same time - being accessible and usable
without a degree in Computer Science. Software like the Unix/GNU text tools,
ImageMagick, and frameworks like MLT really shine in this respect.
=== Florian ===
These are concrete practical issues for us. But there's also the level of media
theory and criticism which is integral to our study programme and the way we
work and think. Free Software and Open Source is useful in this context, too.
It can serve as a critical tool because it cuts into all major social,
economic, political and artistic issues of information ownership, media
governance and participation. However, it is no magical bullet.
Looking at the founding manifesto of the Open Source movement, Eric S.
Raymond's "The Cathedral and the Bazaar", we see that it is based on the notion
that an open system, or a free flow of information and labor, will result in a
self-regulating whole providing optimal solutions for everyone. Today, we now
that this has been over-optimistic thinking of the 1990s.
=== Aymeric ===
If we see where Free Software and Open Source are today, more than ten years
after Raymond's manifesto, then some questions need to be asked: In the
Internet 'cloud', in all kinds of embedded devices from routers to media
players, and now on mobile phones, Free Software is mostly used as a cheap
productivity stack underneath proprietary technology. The "world domination" it
achieved this way is quite different from the one imagined in the 1990s. But
investigating such questions is exactly what makes a study programme like ours
more engaging, and hopefully helps us to have a larger vision of media and
design.
== Under the Hood ==
=== Michael ===
(image: mac_issues)
Early in the course, we have sessions to install Linux onto student's laptops
(often leaving their original OS -- Mac or Windows -- intact). The experience
is an important one -- a key moment to confront students with a question of
what exactly is the computer in front of them?
(image: Ted Nelson: Computer Lib)
Breaking through the glossy veneer of a polished operating system designed to
"just work", is a crucial first step in understanding the computer and it's
software as a socially constructed assemblage: of electronic components, of
software, of legal agreements all with a particular history.
(image: Danja: meme 2.0)
(for example this is Danja Vasilijev's implementation of a web server as a physical object)
Ultimately it's about instilling a sense of empowerment as what was previously
a "magic box", something you ought not to tamper with, becomes a platform for
actively re-imagining / rethinking what computers and software can be.
=== Aymeric ===
There, were, however a number of issues:
* Since we used Gentoo as our standard distribution, Gentoo quirks and were
falsely perceived as Linux and Open Source quirks.
* Laptops and their complete driver support through the Linux kernel were a
problem, and still are a problem.
* The tech barriers and learning curves are high, particularly for students
trained in graphic design Bachelor programs.
* Students who professionally work as graphic designers will still need their
proprietary tools. A graphic designer will continue to work with InDesign
for non-generative design of printed matters for this reason.
* Issue Magazine: Alexandre Leray, Stephanie Vilayphiou; interview with David
Reinfurt addressed the problems of open source graphic design) Peer to peer
design strategies: Emanuele Bonetti
These issues are less pronounced for web-based work. Linux and FLOSS are the
software that drives the Internet. If students develop web applications, then
this is the technology they need to learn as media designers and artists.
=== Florian ===
We fully switched to GNU/Linux when we decided that in a media study program
computers are instruments much like musical instruments in a conservatory. Just
as every music student brings their own instrument, we asked every student to
bring their own laptop to the course, and provided Linux installation support.
In that year, Linux broke through as operating system used by our students -
and not just by staff - because it ran on all machines no matter whether
originally designed for Mac OS or Windows. As a lingua franca, it allowed our
students to better exchange knowledge and help each other. We also got a whole
generation of students who appreciated Linux for actually being different,
instead of just claiming to "think different".
=== Aymeric ===
Some details:
(images)
* Wiki-based code cookbook - made from in-house knowledge and inspired recipes
from sources such as ThinkPython.
* Wiki-based planning of the course content and direction - from thematic
project to the writing of this paper.
* Wiki-based sandbox for the students - essay drafts, notes during tutorials,
assignments.
* Distributed version control for the code developed by the second years - we
use Git.
* Dual boot or single boot to GNU/Linux for students - we use Ubuntu for its
practical advantages over less desktop-friendly distros, but strongly
encourage our students to break it apart, remove bloat and customize their
system later on, including using other distros if they feel like.
* 2 Debian servers with SSH accounts for all students - servers are used as
networked sandboxes and production hosts for their code.
* university-hosted web site/blog for news on the study programme, and
self-hosted blogs for student research projects.
* Free software licensing - we recommend to use GPLv3 and AGPLv3 for their
projects, next the common set of free culture licenses available, but we
obviously let the students choose for themselves.
== Concluding Example: Shahee Ilyas, Framing Leaders ==
* Framing Leaders: Shahee Ilyas
Shahee scraped data from Wikipedia pages, an visualized the length of time
leaders have been in office by the width of their frame (the longer in power,
the larger the frame). At the time of the final exhibition, Maumoon Gayoom, the
leader of the Maldives was in the third position (having been in power since
1978). In 2008, Gayoom lost the presidential election.
* Wikipedia edit, Shehee Ilyas
Also: [http://en.wikipedia.org/wiki/File:Male-total.jpg#filehistory], as an
example of how a simple assignment (make an edit on Wikipedia) lead Shahee to
upload a personal picture (which he took from the cockpit of a plane once when
returning home) on to the page of the Maldives; I believe the positive reponse
to the picture (to judge by its history of use in Wikipedia) helped contribute
to Shahee's interest in working with Wikipedia data in his final project.
* Early course assignment to make an edit on Wikipedia.
* Shahee, chose to upload an image he shot from the cockpit of an airplane when
he was returning home to the Maldives.
* He posted the image using a Creative Common license.
* Through the wikipedia interface one can trace the history -- including its
being selected as a "featured image" by several different wikipedia language
communities.
== Translating FLOSS into the School Context (Conclusions) ==
=== Florian ===
A school is not an open-source project, nevertheless good lessons can be
learned from open-source development:
=== Michael ===
* Pipeline: the power of novel connections
* Design isn't about slickness and seamlessness, but about systems
=== Aymeric ===
* 'Release early, release often': communicate, release, document and archive
what you do using free culture licenses
* Don't mystify creation
* Do not design from scratch, but reuse work - 'Dwarfs standing on the shoulders
of giants'
* Seek project collaboration outside the institution
=== Florian ===
These are not only good principles for advanced art school education, but also
very healthy recipes for the art world in general.