What do computers eat? Teaching beginners to think critically about technology and art
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Transcript of What do computers eat? Teaching beginners to think critically about technology and art
Computers & Graphics 27 (2003) 361–368
What do computers eat? Teaching beginners to think criticallyabout technology and art
Tiffany Holmes*
Department of Art and Technology, School of the Art Institute of Chicago, 112 S Michigan Avenue, Chicago, IL 60640, USA
Abstract
This paper presents new curriculum for an introductory course in art and technology. Here students compare the
software industry with fast food to investigate and critique patterns of consumption in our culture. Relevant readings,
assignments, and tutorials can be found online at http://www.tiffanyholmes.com/fundamentals.
r 2003 Elsevier Science Ltd. All rights reserved.
Keywords: Curriculum; New media; Culture jamming; Pedagogy
1. Introduction
Educators face a tremendous challenge in striking the
proper balance between technique, craft, and theoretical
knowledge in an introductory course in the media arts.
What kind of curriculum might orient a beginning class
to the complicated history and cultural significance of
both hardware and software while simultaneously
teaching enough technological skills to allow students
to create art works with substantive meaning and
content?
This paper presents an undergraduate course curricu-
lum developed in the Art and Technology Department
at the School of the Art Institute of Chicago. In
‘‘Fundamentals of Art With Technology’’, students
debate the similarities and differences between the fast
food industry and the software business to gain a critical
understanding of the forces that define patterns of
consumption in our culture. The following sections
discuss the motivation and structure behind the ‘‘Fun-
damentals’’ curriculum: pedagogical issues in digital
media, overview of the first class, summary of eight
instructional modules, detailed synopsis of links between
technical tutorials and theoretical discussion, responses
to the final project, and student evaluation of the course.
2. Pedagogical issues facing digital media instructors
For the last 6 years, I have been teaching introductory
and advanced classes in digital imaging and multimedia
authoring at art schools, first in Baltimore, then Ann
Arbor, and now Chicago. Of the two or three course
syllabi I prepare each fall, the most difficult by far is the
introductory class plan. At the School of the Art
Institute of Chicago, this course offering [1], called
‘‘Fundamentals of Art with Technology’’, orients
students to the ‘‘concepts of electronic media, percep-
tion, inter-media composition, emerging venues, and
other issues important to artists working with techno-
logically based media’’. Every August, I anguish over
which software packages to present to beginning
students. Then I debate the merits of Flash vs. Director
and HTML vs. Dreamweaver. I deliberate over read-
ings: technical or theoretical emphasis? Have beginning
students already read ‘‘Art in the Age of Mechanical
Reproduction’’ in their art history classes? The questions
are all too familiar to those faced with teaching a
foundations course in the area of art and technology
studies.
But the central question that challenges me each fall is
ultimately far more consequential: how to introduce
students successfully to the complicated history and
cultural significance of the computer while providing
enough technical instruction. The overall objective of
the introductory course is to educate and empower*Fax: +1-312-345-3565.
E-mail address: [email protected] (T. Holmes).
0097-8493/03/$ - see front matter r 2003 Elsevier Science Ltd. All rights reserved.
doi:10.1016/S0097-8493(03)00031-1
students to create meaningful art works using unfamiliar
and, in some cases, alienating tools.
Computers are both medium and message, and in this
duality lies the rub. No matter what the syllabus says,
students prefer to think of the introductory class as a
software-training seminar. Instructors perceive the class
to be a foundation on which to build critical thinking
and problem-solving skills. The conflict of interest in the
pedagogical focus inevitably produces unwanted friction
between the instructor and students. Yet establishing the
proper balance between technique, craft, and theoretical
knowledge in ‘‘Fundamentals’’ is critical to the depart-
ment as a whole, because the atmosphere creates a ripple
effect: the tone established in the beginning class often
carries through to the upper level courses in the
department.
In the fall of 2001, I had my most harmonious
semester ever. Students came to class informed and
enthusiastic about the assigned reading. They arrived
early to find out which new software package was to be
placed under critical scrutiny, and they seemed eager to
discuss the theoretical material and dive into hands-on
technical tutorials. The secret to the new rapport? Fast
food.
The key to creating class community and sustained
interest in topics not pertaining to software manipula-
tion is to develop a curriculum based around a
controversial subject. I choose fast food and the culture
of consumption. Through readings and discussion, we
examine the cultural construction of a familiar entity—
the fast food industry—then compare this history to that
of the software business. The course still involves a
technical introduction to digital imaging via PhotoShop,
animation via GifBuilder and Director, digital video via
I-movie, and web authoring via HTML in BBEdit and
Dreamweaver. Yet the subject matter engaged in the
new course—fast food, a familiar though often criticized
element of western culture—provides a fascinating,
backdrop for our initial foray into art practices within
a computer laboratory.
3. First class meeting
The semester begins with a field trip to McDonalds.
Our guide leads us through a whole world of gadgets
designed to automate production of every menu item
from the multi-layered Big Mac to the flawlessly blended
McFlurry. Breathless with the excitement of a surprise
outing, students compare notes about newly computer-
ized cooking techniques—the sure-fire way to eliminate
unwanted nasties like salmonella, E. coli, and other
dangerous pathogens from the beloved burger. Back in
the classroom, students divide into groups to react to the
following general questions with the recent McDonalds
excursion in mind. What is the function of a menu? How
does packaging affect perception of menu items? What
strategies of production are employed by fast food
chains? What is brand loyalty and how is it created?
In the lively discussion following the brainstorming
session, the class generates a correlation between the
interfaces of the fast food industry and digital imaging
software. For example, we compare the ‘‘Best Value’’
grouping of popular meal choices to groupings that
software manufacturers use to establish default prefer-
ences, palette groupings, and unit settings. Products are
more desirable when fresh French fries become obsolete
almost as quickly as software versions today. Brand
name products seem preferable to lesser known ones:
most students admit that if choosing from among Adobe
PhotoShop, Adobe PageMaker, and CorelDraw to add
text to a photograph, they would select PhotoShop for
its acknowledged ‘‘brand name’’. Our laboratory activ-
ity for the first afternoon involves an investigation of the
Actions Palette in PhotoShop and methods to automate
the production of images in relation to one another.
After a demonstration of batch processing images for
the web, students noted further similarities to assembly-
line food production.
Assigned readings juxtapose the history of the fast
food industry with the history of Silicon Valley. In his
book, Fast Food Nation, journalist Eric Schlosser
dissects the carefully maintained body of the fast food
business and shows how the industry’s amazing success
has been achieved at astounding cost to the nation’s
health, environment, and culture [2]. The book chroni-
cles the events giving rise to the fast food restaurant,
beginning in 1948 when Richard and Maurice McDo-
nald invent the Speedee Service System, introducing
assembly-line efficiency into a commercial kitchen. In
Chapter One, Schlosser describes the industry’s pio-
neers—self-made entrepreneurs who pursued the Amer-
ican dream with old-fashioned ingenuity and a strong
work ethic. Among these was Ray Kroc, who buys out
the McDonald brothers and becomes the driving force
behind the hamburger empire that is now the world’s
most recognizable brand name. Students found this
journalist’s text engaging, fact-packed, and straightfor-
ward.
A selection from The Silicon Boys by David Kaplan
complements the Schlosser reading [3]. Kaplan’s book
details the history of Silicon Valley since the 1930s, when
Stanford professor Frederick Terman encouraged David
Packard and Bill Hewlett to establish their own
company in a garage. While the greed and excesses of
venture capitalists prove distracting in later chapters, the
initial ones provide an exciting account of the events
that precede the invention of the first personal computer
and graphical user interface.
Screenings of artist works from the Adbusters web site
[4] and a class exercise—creatively parodying a fast food
restaurant’s web site—occupies the final hour of the first
T. Holmes / Computers & Graphics 27 (2003) 361–368362
class. The food spoofs proved popular, especially the
‘‘Big Mac Attack’’ that featured a McDonalds ‘‘M’’ logo
on a hospital patient’s heart monitor [5]. For their studio
homework, students create a parody of an existing print
or online advertisement; the sample ad spoof shown to
students is pictured in Fig. 1.
3.1. Eight instructional modules: curricular overview
From a technical perspective, ‘‘Fundamentals of Art
With Technology’’ orients students to the basics of
image manipulation, motion graphics, digital video and
web authoring. The technical modules are taught over
the course of eight classes. The online syllabus for the
course, affectionately titled ‘‘Deep Fried Software’’,
shows links and downloadable tutorials for the first day
of class, then Class 1, Class 2, etc. Please refer to Table
1: ‘‘Course at a glance’’ for an overview of how the
different technical objectives are paired with studio
projects, assigned readings and discussion questions.
3.2. Summary of daily laboratory schedule
Like all Art Institute studio classes, ‘‘Fundamentals’’
convenes once a week for 6 h. Prior to each class
meeting, students read articles selected from different
subject areas—generally one article focused on fast food
and the other on the software industry or an artist’s
work. I require students to email me reading responses
prior to class—this procedure works remarkably well in
that I gauge individual performance while preparing
discussion questions based on students’ reactions to the
reading. Our daily schedule includes three morning
hours allotted for technical demonstrations and guided
practice with lab tools. Discussion of readings and peer
writing fill a 90-min block of the afternoon lab. Focus
questions encourage students to draw their own
comparisons between corporate ad campaigns designed
to capture and hold public taste: McDonalds and
Microsoft, Taco Bell and Macromedia, the Mongolian
Barbecue and Maya. Screenings of artist works from
artists’ web sites and collaborative or individual
exercises occupy the final hour [9].
3.3. Case study: problems with French fries and
WYSIWYG interfaces
To give scheduling specifics, the sixth class of the
semester challenges students to consider the myriad
choices that consumers face in a restaurant and on the
computer desktop. Students read and respond to
Schlosser’s chapter entitled ‘‘Why the Fries Taste So
Good’’ and Kalle Lasn’s ‘‘The New Activism’’ from his
book, Culture Jam. In class, they review part of Simon
Penny’s article, ‘‘Consumer Culture and the Technolo-
gical Imperative: The Artist in Dataspace’’. A media
artist and theorist, Penny warns readers to approach
seductive new technologies with a critical eye:
The design of GUI’s (graphical user interfaces), with
their free choice among a fixed range of choices, is a
mirror of the diner menu (ranch, thousand island,
blue cheese, oil and vinegar) or the supermarket
array. At the computer, as in the supermarket, one
submits to the interactive scenario and the limited
freedoms it offers: total freedom among a set of fixed
options. A postmodern capitalist paradise! [10].
Fig. 1. Ad spoof sample, Stephanie Rothenberg, 2002.
T. Holmes / Computers & Graphics 27 (2003) 361–368 363
Table 1
Course at a glance—‘‘Fundamentals: Deep Fried Software’’
Technical objectives Studio project Assigned reading Discussion questions
Class 1
Students will manipulate basic
PhotoShop tools and scan
images
Ad spoof ‘‘Introduction’’ and Chapter 1:
‘‘The Founding Fathers’’
in Fast Food Nation
What catalyzed the expansion of
fast food franchises?
What is culture jamming?
Is Schlosser a jammer?
Class 2
Students will use
intermediate-level
PhotoShop tools
Menu or package design Chapter 2: ‘‘Your Trusted
Friends’’ in Fast Food Nation
What is a menu?
‘‘Prophets’’ in Silicon Boys
by Kaplan ([3], pp. 79–108)
How are food menus similar to
PhotoShop menus?
‘‘In Japan, Make that Starbucks
to Go’’, New York Times,
July 9, 2002
How is fast food packaged? What
about software?
Are there similarities in the way
food and software are advertised?
Class 3
Students will gain
understanding of basic
animation skills in
GifBuilder and Director
Menu or package design
(preparing for color
output)
Chapter 3: ‘‘Behind the
Counter’’
in Fast Food Nation
Do motion graphics focus web
audiences on content?
How have web artists used
animation to create meaningful
work?
How is traffic controlled in a fast
food restaurant? How is motion
controlled in an animation
program?
Class 4
Students will edit and title a
digital video
Collaborative in-class
project: 1-min movies
Chapter 4: ‘‘Success’’ in
Fast Food Nation
Discussion reserved for midterm
critique of menu project
Class 5
Students will create a simple
HTML page with hand-coded
tags using BBEdit and upload
using Fetch
Online menu (can be food
or other content)
Chapter 5: ‘‘Why the Fries
Taste So Good’’, in Fast
Food Nation
What kind of online presence do
fast food companies have?
‘‘Revolutionary Impulse’’,
‘‘New Activism’’, and
‘‘Meme Wars’’ in Culture Jam
by Lasn [6]
What do corporate or ‘‘brand’’
web sites offer?
How do fast food sites compare to
sites that promote and advertise
software?
Class 6
Students will create simple
web pages using different tools:
BBEdit, Dreamweaver, and
Microsoft Word
Edit and change your
menu web site using
either Dreamweaver
or Word
‘‘Consumer Culture and the
Technological Imperative:
The Artist in Dataspace’’
by Penny [7]
Which software application do you
prefer for web authoring?
What is a WYSIWYG interface
and why is this acronym ironic?
Can artists’ projects have a
measurable effect on the global
economy?
T. Holmes / Computers & Graphics 27 (2003) 361–368364
In a class technically devoted to comparing laborious
HTML scripting to Dreamweaver’s point and click
interface, the Penny article provides an appropriate
backdrop for students who struggle all semester to
master the basics of software like BBEdit and Dream-
weaver as well as PhotoShop and Director. Penny’s
description of a condition called ‘‘technofatigue’’ seems
particularly resonant with students. Throughout the
semester, I select readings that will expand our dialogue
during technical demonstrations beyond the basic
queries regarding drop-down menus and file sizes.
Penny’s essay is a must-read for all beginning students.
For this sixth class, I design technical demonstrations
and studio problems using Dreamweaver that enhance
our afternoon dialogue with the readings. In the
morning session, I first review how to create web links
using HTML code in BBEdit, then demonstrate how to
create links in Dreamweaver. I also explain by example
how to create a web page with links in Microsoft Word
using the ‘‘Save as HTML’’ option. As an in-class
exercise, students choose one software program to create
a page devoted to the ingredients of French fries with
multiple links to the manufacturers of each item. Many
students create text-based animations for the assignment
(Fig. 2).
In the discussion after lunch, we compare Penny’s
perception of the limited freedom allotted to each
software applications’ GUI with the factors that affect
the flavor of French fries. According to Schlosser, the
taste of a French fry depends exclusively on the oil:
For decades McDonald’s cooked its French fries in a
mixture of about seven percent cottonseed oil and 93
percent beef tallow. The mixture gave the fries their
unique flavor—and more saturated beef fat per ounce
than a McDonald’s hamburger [2], p. 120.
Our conversation leads to the hazards of consuming
processed foods with hidden health risks or prepackaged
meals with ‘‘secret recipes’’ like Colonel Sanders’ fried
chicken. We noted big-name manufacturers’ tendency to
hide crucial details about food products in small print
on packaging. For example, Subway’s fat-free turkey
sub must be made without dressing and without cheese
to fulfill its healthy promise. Students compare the
omissions inherent in ingredient lists boasting nonspe-
cific ‘‘natural flavors’’ with Microsoft’s overly casual
warning to the user that all margin and font settings
would be changed during the conversion of a Word
document to a web page. What you see is not necessarily
what you get in a browser window or in a fast food
restaurant.
After the discussion, we examine the Adbusters web
site, the creation of a group of Canadian media artists
who take an activist approach to cultural critique. The
following quotation comes directly from their online
mission statement:
ADBUSTERS is dedicated to reinventing the out-
dated paradigms of our consumer culture and
building a brave new understanding of living. We
relish all truly political materials, whether they are
scholarly probes into the decline of civilization,
environmental forays into the forests, sci-fi carpet
rides into cyberspace or humorous spoofs about
commercial culture. More than anything, we seek
compelling ideas that further the critical perspective
and offer activist solutions. Our language is culture
jamming: the new activism [11].
Table 1 (continued)
Technical objectives Studio project Assigned reading Discussion questions
Class 7
Students will manipulate
HTML tables and embed
media using Dreamweaver
Zine site that parodies,
educates, or politicizes
content related to
processes of consumption
‘‘Brand Bombing: Franchises
in the Age of the Superbrand’’
in No Logo by Klein [8]
How is Naomi Klein’s take on
food different from Schlosser’s?
What is a super-brand, according
to Klein?
Class 8
Students will learn
troubleshooting techniques
and examine cross
platform differences in
web design
Zine site that parodies,
educates, or politicizes
content related to
processes of consumption
Identify a URL that is an
interesting web zine
What is a web zine?
How is information organized on
web zine sites?
What advertising techniques are
employed to draw you into a zine?
T. Holmes / Computers & Graphics 27 (2003) 361–368 365
Our discussion concludes with a debate about
the possible outcomes of culture jamming campaigns
such as Adbusters’ Buy Nothing Day. Can artists’
projects have a measurable effect on the global
economy? Most students felt comfortable arguing either
side of this issue.
3.4. Final project: online zines
As a final project, students create a web site that
parodies or politicizes some aspect of the fast food
business or another corporate entity. The table of
contents for the selection of web zines links to the main
class site [12]. Weary of the topic of fast food at this
point, several students made work about false advertis-
ing or cultural stereotyping in other industries—retail
clothing, hip hop music, and ethnic cuisine (Fig. 3).
Thus, the table of contents features web zines on
everything from Betsy Waddell’s parodic ‘‘Ronald
McDonald’s School for the Gifted’’ to Chris Zappe’s
fictitious corporation that markets wearable electrical
sockets (Fig. 4).
Fig. 2. Animation of French fry ingredients, Jeff Mitchell, 2001.
Fig. 3. Personalized food portal, May Wang, 2001.
T. Holmes / Computers & Graphics 27 (2003) 361–368366
3.5. Student evaluation of ‘‘fundamentals’’
In general, students are responding positively to the
new curricular initiative although no one who ate fast
food prior to the class stopped eating French fries. Final
written evaluations indicate that the majority of students
perceive the studio assignments, readings, and discus-
sions as relevant and meaningful to the course. Two
students continue to make artwork about patterns of
consumption in our culture in advanced-level classes in
the Art and Technology Department. For example, I am
working with a student in my ‘‘Interactive Multimedia’’
course who is designing a breakout game designed to
confound the user’s food preferences that were estab-
lished previously in an online survey (Fig. 5).
Most students indicate a desire on their evaluations to
learn more in-depth skills to manipulate and control
software. This outcome is very positive, the course was
designed to entice a diverse group of students to focus
their BFA study in our department. However, some
students are discouraged that the class touched on
several software applications instead of just one in
depth. This kind of complaint seems to be common
among students who hope to begin lucrative careers in
web and multimedia design after graduation. Yet
advanced software instruction can be easily accom-
plished with a manual or an online tutorial. From my
standpoint, the critical ingredients of success in the class
are first, the lively discussions provoked by the readings
and screenings of artists’ work, and second, the
tumultuous critiques during which we debated
the conceptual validity of each student’s class projects:
the ad spoof, menu design, and web zine.
4. Conclusion
While some reading selections and study assignments
will change, I plan to teach the Fundamentals class using
the theme of fast food to spark interest and generate
meaningful critique of the software industry and its
products. Admittedly, the business of fast food is an
Fig. 4. Zap Tech, invented corporation, Chris Zappe, 2002.
Fig. 5. Game animation still, Lidia Wachowska, 2002.
T. Holmes / Computers & Graphics 27 (2003) 361–368 367
arbitrary choice—interchangeable in some ways with
other industries dependent on public taste and conve-
nience. The comparison might not work as well in a
different context. In downtown Chicago, we are all but
surrounded by the competing logos and combo deals
offered by the restaurant chains desperate to lure us to
lunch. The Big Mac will remain a favorite subject of
mine to begin an important dialogue with aspiring
media artists—the tools we use in the classroom come
prepackaged with all of the convenience, freshness and
flavor that we demand from our burgers. How possibly,
can we make art with software before we have some
understanding of forces that generated that software’s
popularity? That question can feed a class for a year.
Acknowledgements
Thanks to the Art and Technology faculty at the
School of the Art Institute of Chicago for supporting
this curricular initiative.
References
[1] Holmes T. ARTTECH 2101: fundamentals of art with
technology: deep fried software: http://www.tiffanyhol-
mes.com/fundamentals. New York: ACM Siggraph, 2002,
p. 30–32 (a short version of this paper was published in
Siggraph 2002 Conference Abstracts and Applications).
[2] Schlosser E. Fast food nation. New York: Houghton
Mifflin Company, 2001.
[3] Kaplan DA. The silicon boys and their valley of dreams.
New York: Perennial Harper Collins, 2000.
[4] Lasn K, editor. Adbusters zine. Adbusters Media Founda-
tion, http://adbusters.org
[5] http://adbusters.org/creativeresistance/spoofads/food/bigmac/
[6] Lasn K. Culture jam: how to reverse America’s suicidal
consumer binge-and why we must. New York: Harper
Collins, 1999. p. 99–136.
[7] Penny S. Consumer culture and the technological im-
perative: the artist in dataspace. In: Critical Issues in
Electronic Media. Albany, NY: State University of New
York Press, 1995.
[8] Klein N. No logo: taking aim at the brand bullies. New
York: Picador USA, 1999. p. 129–41.
[9] Check the syllabus for links to artists’ works relevant to
the course. Sample: http://www.tiffanyholmes.com/funda-
mentals/docs/class3.html
[10] Penny S. http://www-art.cfa.cmu.edu/penny/texts/Artist
in D’space.html
[11] Adbusters mission statement: http://www.adbusters.org/
information/network/
[12] Class zines 2002: http://www.artic.edu/webspaces/art-
tech2102/classzines
Tiffany Holmes is a multimedia artist whose practice
blends traditional materials and new media in large-scale
interactive installations. Her work explores the relation-
ship between digital technology and culture with an
emphasis on technologies of seeing. Her recent work
explores the movement of both human and animal
bodies and the visual languages from different dis-
ciplines used to capture that movement. She exhibits and
lectures in international and national venues, including
the J. Paul Getty Museum in Los Angeles, the
Interaction ’01 biennial in Japan, ISEA, SIGGRAPH
2000, World@rt in Denmark, Digital Salon ’99 in New
York and Madrid, and the Viper media festival in
Switzerland.
With a diverse academic background in painting,
animation, and biology, Holmes situates her work at
the intersection between artistic, biomedical, and linguis-
tic modes of bodily representation. To promote her
interdisciplinary artistic practice, the Society of Fellows at
the University of Michigan awarded Holmes a prestigious
3-year fellowship. With a BA in art history fromWilliams
College, Holmes received an MFA in painting from the
Maryland Institute College of Art and an MFA in digital
arts from the University of Maryland, Baltimore County.
She is currently an Assistant Professor of Art and
Technology at the School of the Art Institute of Chicago
where she teaches courses in interactivity and the history
and theory of electronic media.
T. Holmes / Computers & Graphics 27 (2003) 361–368368