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NET-ART OS: An Experiment in Archive Discovery

NET-ART OS: An Experiment in Archive Discovery

6-5-2026

Since 2017, the NET-ART website here on the CUNY Academic Commons has grown into a substantial collection of teaching materials, tutorials, art works, software resources, project ideas, assignments, technology references, collaborations, reflections on digital art, design, and emerging media and more!

Over the years, the archive continued to expand. New content was added regularly, categories evolved, and hundreds of posts accumulated. Like many long-running educational websites, the archive became increasingly valuable, but also increasingly difficult to fully explore.

This led me to a simple question:

How can a large educational archive become more discoverable without changing the archive itself?

That question became the starting point for a new experiment called NET-ART OS.

 

What Is NET-ART OS?

NET-ART OS is an experimental command-line archive discovery system built on top of the public NET-ART archive. Rather than replacing the website, it creates an additional layer that helps explore, search, organize, and better understand the content that already exists.

The goal is not to redesign the archive.

The goal is to make the archive easier to explore, and to curiously see what that potential of that is, in and of itself.

 

How The Project Began

The project began as a conversation about academic archives, discovery, and interdisciplinary learning.

What would happen if a long-running educational website could be ingested, organized locally, and explored through new forms of search and analysis? We have the tools, indeed.

Could patterns emerge that were difficult to see through traditional website navigation?

Could archives become more useful as they grow rather than more difficult to navigate?

To explore these questions, I began building a local prototype called NET-ART OS.

 

Building The First Prototype

The first version of NET-ART OS was developed locally on my MacBook Pro using Claude Code running directly within Terminal.

The goal was to create a lightweight system capable of:

  • Ingesting public NET-ART content
  • Organizing content locally
  • Performing archive-wide searches
  • Generating archive statistics
  • Exploring relationships between topics
  • Creating timeline views of archive activity
  • Exporting archive data for future research and experimentation

The development process involved building, testing, debugging, and validating the system directly against the public NET-ART archive.

 

 

The Technology Stack

NET-ART OS currently uses:

  • Claude Code
  • macOS Terminal
  • Python
  • SQLite
  • Typer CLI Framework
  • HTTPX
  • BeautifulSoup
  • SQLite Full Text Search (FTS5)
  • JSON exports
  • CSV exports

The project architecture also includes a framework for future experimentation with language models and semantic search, although these capabilities are not required for the current functionality.

At its core, NET-ART OS is an archive discovery tool.

 

Initial Results

The first successful ingest of the public NET-ART archive produced:

  • 598 total records
  • 587 posts
  • 11 pages
  • 97,587 words
  • 19 categories
  • 426 tags

The archive currently spans content published between 2017 and 2026.

Once ingested, the archive could be explored as a unified collection rather than a series of individual web pages.

 

Current Features

The prototype currently supports:

*Archive Statistics

*Generate summaries of archive size, content types, categories, tags, and publication dates.

*Archive Search

*Search across the entire archive from a single interface.

*Timeline Exploration

*View archive activity across multiple years.

*Topic Connections

*Explore relationships between categories, tags, and topics.

*Data Export

*Export archive content for future analysis and experimentation.

 

Why This Matters

Many educational websites and academic archives face a similar challenge.

As content grows, discovery becomes more difficult.

Important materials remain available but become harder to locate.

Connections between ideas often remain hidden.

NET-ART OS explores whether a discovery layer can help reveal those connections.

 

For example:

A student interested in accessibility might discover related content involving digital storytelling, virtual reality, interface design, or creative technology.

An educator might identify recurring themes that emerged across multiple years of teaching materials.

A researcher might uncover unexpected relationships between topics that were never intentionally linked together.

The archive remains the same.

The pathways through the archive expand. (insert image of a lightbulb above your head for the idea that you just had, yes?)

 

Looking Forward

NET-ART OS remains an experiment.

The current version is intentionally lightweight and local.

Future directions may include:

  • Semantic search
  • Enhanced relationship mapping
  • Visual exploration interfaces
  • Interdisciplinary discovery tools
  • Archive comparison tools
  • Additional export and research features

The larger question remains open:

How might we help people discover more within the archives they already maintain?

 

Early Discoveries from the Archive

Once the initial prototype was built and the NET-ART archive was successfully ingested, I began testing the system against real course content spanning nearly a decade of teaching, writing, exhibitions, assignments, and creative experiments (images, GIFS,etc).

The results were surprisingly revealing:

“Virtual Reality” is Connected to Teaching, Storytelling, and Exhibition Design

A search and connection analysis around “Virtual Reality” revealed that VR is not an isolated topic within the archive. Instead, it consistently appears alongside:

• AR / VR
• Video Art & New Media
• Teaching Resources
• Digital Storytelling
• Exhibition Design
• Open Educational Resources (OER)

The archive effectively mapped a conceptual journey from early writings about augmented reality and “default reality” in 2017 through public AR projects, educational resources, and ultimately into recent virtual exhibitions and mixed reality studio experiments.

What emerged was not simply a collection of VR posts, but an intellectual thread spanning multiple years of creative and educational practice.

 

“Accessibility” and “Deaf Culture” Form a Core Theme

One of the most compelling discoveries emerged from exploring Deaf culture and accessibility-related content.

The system identified recurring relationships between:

• American Sign Language (ASL)
• Accessibility
• Inclusion
• Communication
• Learning
• Community

Rather than appearing as isolated awareness posts, Deaf culture and accessibility were revealed as recurring themes embedded throughout teaching resources, writing assignments, exhibitions, and digital art projects.

This confirmed something that category counts alone could never reveal: accessibility is not a side topic within the archive. It is one of its foundational values.

 

The Archive Reveals Its Own Evolution

The timeline analysis surfaced an unexpected narrative arc across nearly ten years of content:

  • 2017–2019 were dominated by high-volume experimentation with GIFs, Net Art, and Digital Art.
  • From 2020 onward, the archive shifted toward fewer but significantly longer essays and reflective writing.
  • By 2026, Artificial Intelligence, Teaching Resources, and Creative Technology emerged as dominant themes.

Without any manual tagging or interpretation, the archive revealed a visible progression:

GIF Experiments → Digital Art Essays → AI, Creative Technology, and Teaching

In many ways, the archive became a form of self-documentation, exposing patterns and intellectual trajectories that would have been difficult to identify manually.

 

Why This Matters

The goal of NET-ART OS is not simply to search archives more efficiently.

Its larger purpose is to help educators, artists, students, researchers, and Digital Humanities practitioners discover unexpected relationships hidden within large collections of public knowledge.

Rather than replacing human interpretation, systems like this can help reveal new pathways for inquiry, interdisciplinary learning, curriculum development, and creative research.

The most exciting outcome so far is that the archive is already teaching us something new about itself.

 

An Invitation

If you maintain a teaching archive, research archive, course website, digital humanities project, or long-running collection of public content, I encourage you to consider experimenting with similar approaches.

What patterns might emerge from your archive?

What connections remain hidden?

What new forms of exploration become possible when an archive is treated as a collection of relationships rather than simply a collection of pages?

 

NET-ART OS began as a small experiment built in a single day. (lol)

I am excited to see where it leads next.

NET-ART OS began as an experiment in archive discovery, but it quickly became something else. As the system analyzed nearly a decade of course materials, exhibitions, assignments, and creative research, it revealed patterns that were previously invisible. At the same time, the NET-ART archive itself is evolving into a record of a much larger cultural transition: from digital art and net art toward AI, archives, agents, mixed reality, and new forms of human-machine collaboration. In that sense, the archive is no longer just documenting history. It is documenting the emergence of the future as it happens.

This project was developed entirely through a human–AI collaborative workflow using Claude Code running locally on a personal workstation. The resulting system operates as a local-first archive discovery tool, demonstrating how emerging AI-assisted development practices can support research, teaching, and public scholarship.

 

The Ultimate Free Creative Technology Stack (2026 Edition)

The Ultimate Free Creative Technology Stack (2026 Edition)

Welcome back creators, artists, students, designers, educators, and digital explorers!

A year ago I published a list of free creative tools that could help artists and creators like you to experiment with digital media, AI, virtual reality, animation, design, and storytelling.

A lot has changed since then!

Artificial Intelligence has become a standard part of creative workflows. Browser-based 3D tools have improved dramatically. Mixed Reality experiences are becoming easier to create. Open-source creative software continues to thrive. I created more software in the last 12 months then I ever have in my life! Im not slowing down either.. is this osmosis? Is this a simulation? Is this the collective human creative potential running through us all? 

This updated 2026 edition highlights some of the best tools available today for creating images, artwork, writing, design, animation, video, games, XR experiences, and experimental media. 

Every tool listed below offers a free version, free tier, or open-source alternative.

 

🎨 Digital Art & Graphic Design

Photopea
https://www.photopea.com

A powerful browser-based image editor that feels remarkably similar to Photoshop.

Canva Free
https://www.canva.com

Excellent for graphic design, presentations, social graphics, posters, and educational content.

Adobe Express
https://www.adobe.com/express

Adobe’s free browser-based design platform with templates, AI tools, and quick publishing features.

Pixlr
https://pixlr.com

Fast browser-based image editing with AI-assisted tools and effects.

 

🎭 AI Writing, Research & Creative Thinking

ChatGPT
https://chatgpt.com

One of the most versatile creative assistants available for writing, brainstorming, coding, research, lesson planning, storytelling, and creative experimentation.

Claude
https://claude.ai

Excellent for long-form writing, document analysis, project planning, and thoughtful creative collaboration.

Gemini
https://gemini.google.com

Google’s AI platform with strong multimodal capabilities and integration with Google tools.

Hugging Face
https://huggingface.co

A massive hub for open-source AI models, datasets, and creative experimentation.

 

🖼️ AI Image Generation

Leonardo AI
https://leonardo.ai

One of the most accessible AI image generation platforms with a generous free tier.

Krea
https://www.krea.ai

Excellent for real-time image generation, enhancement, and visual exploration.

Playground AI
https://playground.com

A beginner-friendly AI image platform with powerful editing features.

Adobe Firefly
https://firefly.adobe.com

Adobe’s AI image generation ecosystem integrated into Creative Cloud workflows.

 

🎥 Video Creation & AI Filmmaking

Runway
https://runwayml.com

One of the most important AI video creation platforms available today.

Wonder Studio
https://wonderdynamics.com

Automatically places animated characters into live-action footage.

Clipchamp
https://clipchamp.com

Microsoft’s free browser-based video editor.

Kapwing
https://www.kapwing.com

Fast browser-based editing, captioning, and content production.

 

🧊 3D Modeling & Digital Sculpture

Blender
https://www.blender.org

The gold standard of free and open-source 3D creation.

Meshy (my personal fav!!)
https://www.meshy.ai

Generate 3D models from images and text prompts.

Tripo
https://www.tripo3d.ai

Rapid AI-assisted 3D model generation.

Spline
https://spline.design

Create interactive 3D objects and scenes directly in your browser.

Mixamo
https://www.mixamo.com

Free character rigging and animation tools from Adobe.

 

🌍 AR, VR & Mixed Reality

Open Brush
https://openbrush.app

The open-source evolution of Tilt Brush. Paint and sculpt directly in 3D space using VR.

Spatial
https://www.spatial.io

Build immersive virtual exhibitions, collaborative spaces, and digital experiences.

OnCyber
https://oncyber.io

Create browser-based virtual galleries and exhibitions.

PlayCanvas
https://playcanvas.com

A powerful browser-based platform for creating interactive 3D and XR experiences.

Polycam
https://poly.cam

Create 3D scans of real-world environments using mobile devices.

 

🎮 Game Development

Godot Engine
https://godotengine.org

One of the most exciting open-source game engines available today.

Unity
https://unity.com

Still one of the most widely used engines for games, AR, and VR experiences.

OpenProcessing
https://openprocessing.org

Explore creative coding, generative art, and interactive projects.

 

📚 Research, Archives & Inspiration

Internet Archive
https://archive.org

A treasure trove of public-domain media, books, software, and historical artifacts.

Are.na
https://www.are.na

A visual research and knowledge organization platform loved by artists and designers.

Rhizome
https://rhizome.org

A leading organization documenting the history and future of digital art and internet culture.

Sketchfab
https://sketchfab.com

Explore millions of 3D models and immersive digital objects.

 

🛠 Ryan Seslow & AREMES AI Studio Stack (2026)

My current workflow combines traditional art making, digital design, AI, mixed reality, teaching, and experimental research.

Core tools include:

• ChatGPT 
• Claude (Im hooked on the pro version that includes Claude Code & Claude Design)
• Blender
• Meshy
• Adobe Dimension (packs a punch but many peeps underestimate it!)
• Open Brush
• Meta Quest 3
• Adobe Creative Cloud
• WordPress (since 2006!)
• Photopea
• Canva
• Spatial
• Sketchfab
• Mixamo
• Polycam

Increasingly, I find myself moving between physical drawing, digital drawing, AI-assisted image creation, AI assited 3D model generation, virtual reality painting, web publishing, and agent-based creative systems. Its been an amazing year for creativity.

The boundaries between artist, designer, researcher, educator, and technologist continue to blur.

Final Thoughts..

Yes, tools matter, but the tools are never the point. The most exciting creative breakthroughs still come from curiosity, experimentation, play, failure, iteration, and persistence mixed with FUN.

Whether you are sketching in a notebook, painting in virtual reality, building an AI-assisted archive, creating a game, or designing an immersive course syllabi (I am!), the technology is simply a vehicle for ideas. And ideas are always for your energy unconditionally.

Keep exploring.

Keep making.

Keep building worlds.

 

PS – If interested – check out some of the most recent posts from this past semester here

PSS – If interested in world building inspiration – check out AREMES-ENTERPRISES here

PSSS (is there even such a thing as “PSSS”? – well, while you are at it, check out the RSMAD here

RSMAD Reconstruction Series No. 1

RSMAD Reconstruction Series No. 1 – Reconstructed Spatial Archive: 2013–2026

Originally created in my studio environment in 2013, these large-scale paintings, collage works, and sculptural forms existed for years primarily as compressed physical artifacts living inside an active production space. Due to spatial limitations, economic realities, storage constraints, and the conditions surrounding high-volume studio practice, much of this body of work was never formally exhibited at institutional scale. Some works were eventually destroyed, altered, fragmented, or archived without public presentation.

In 2026, the archive was revisited through a reconstruction process utilizing contemporary spatial visualization systems, digital restoration workflows, and AI-assisted exhibition modeling. Rather than functioning as fantasy renderings or speculative inventions, these reconstructed gallery environments operate as realization mechanisms, restoring the original spatial ambitions embedded within the works at the time of their creation.

 

The resulting exhibition exists simultaneously across multiple timelines: the original 2013 studio conditions, the undocumented years of dormancy, and the reconstructed institutional presentation emerging in 2026.

 

Presented together, the original studio documentation and reconstructed museum-scale installations create a dialogue between intention and realization, survival and presentation, compression and expansion. The works reveal a visual language that now resonates differently within contemporary culture, particularly through themes of repetition, symbolic layering, identity fragmentation, graphic reduction, and proto-generative compositional systems that predate the widespread adoption of contemporary AI image culture.

What once existed as isolated studio production now functions as an interconnected spatial archive. Mediums evolve, I embrace them, eagerly.

 

The reconstruction process does not replace the original works. Instead, it restores dimensional context to works that previously lacked the physical infrastructure required for full exhibition realization. In this sense, the project operates simultaneously as archival activation, spatial restoration, speculative museology, and contemporary exhibition design.

 

The exhibition also proposes a broader question: What happens when previously unseen archives are reactivated through the technologies and cultural frameworks that did not yet exist when the works were originally created?

 

The RSMAD Reconstruction Series explores this question through drawing, painting, sculpture, collage, spatial simulation, and digital exhibition environments that bridge physical history with synthetic contemporary space. Through reconstruction, spatial simulation, and contemporary exhibition modeling, these pieces are finally allowed to operate at the scale and psychological intensity they originally demanded. What emerges is not nostalgia, but activation. (OK, a lil’ nostaglia too!)

 

The reconstruction process reveals how archives can evolve beyond static documentation into adaptive spatial systems capable of generating new exhibitions, sculptural translations, virtual environment creation, architectural installations, and future-facing museum experiences. The original 2013 works now function simultaneously as paintings, historical artifacts, spatial blueprints, and source material for expanded realities that extend into VR, AR, AI-assisted curation, and immersive digital exhibition frameworks.

This exhibition represents only a small fragment of a much larger unseen archive.

Future phases of the Reconstruction Series will continue expanding the RSMAD collection through additional gallery environments, reconstructed installation models, large-scale sculptural translations, immersive virtual museum spaces, and fully navigable spatial archives designed for both physical and digital exhibition contexts. As these systems continue to evolve, the archive itself transforms from storage into infrastructure: a living network of interconnected works capable of continuously generating new forms, new environments, and new modes of experience across contemporary culture, architecture, and emerging spatial technologies.

Thank you for stopping by!

For more on the RSMAD -> Go Here

VR headset illustration from 2038

NET-ART Suggested Syllabus 2026 Revision

A syllabus written in 2017 cannot describe a practice in 2026. The web reads itself now. AI sits in the studio. Agents move through the network buying and licensing work without human hands on either end. Museums publish their collections as queryable data. The terminal has become a generative medium. This revision of the NET-ART suggested syllabus accounts for all of it. The original four projects remain intact at the top, eleven new ones extend them, and the surrounding framing has been rewritten to match the shape of the present. Treat what follows as a working draft. The course is ongoing and the syllabus is meant to keep moving.

The Net-Art website is happy to announce its recent partnership and collaboration with AREMES ENTERPRISES. Programs and schedules will be posted to this website soon.

The Suggested Syllabus Page can be found here

an outdated keyboard cast from paper pulp

Semester: This is an Ongoing Open Source Course created for the CUNY Academic Commons.

 

Course Description

Net-Art is an ongoing, open practice for making art in a world where the audience includes humans and software agents in roughly equal measure. Students build work that lives on the open web, is licensed clearly, is discoverable by both people and AI systems, and that they own at the protocol level rather than the platform level. The course treats AI as collaborator, agents as audience, and the web as a substrate for art that can be parsed, transacted, remixed and forwarded by anything that knows how to read a URL or a JSON file. Prior practice in any medium (drawing, painting, photography, sculpture, installation, video, performance, code, prompt-craft, or anything else) is welcome and useful, but no prior medium is required. The course runs on Open Education Resources, the public domain, Creative Commons, and the assumption that the next five years will reshape what authorship, ownership and audience even mean. This course is co-dependent on the curiosity and the hacking instincts of each student. Treat the project briefs as starting points, not endpoints, and expand them toward the practice you actually want to build.

Course Objectives

  1. To rethink the creative process for a web that reads and writes itself, where authorship is shared between humans, AI systems, agents, and the open archives they draw from.
  2. To give students working fluency in current and emerging tools across the stack: analog through digital, command line through GUI, generative AI through on-chain provenance, museum APIs through spatial computing.
  3. To build practices that are interoperable rather than platform-bound, durable rather than disposable, and discoverable by people and machines alike.
  4. To develop each student’s voice and vision as something that can hold its shape across mediums, audiences, and the systems that increasingly mediate both.
  5. To treat the open web, Open Education Resources, and public collections as living material to remix, contribute to, and extend.

Instructional Activities

  1. Live and asynchronous demonstrations of practice across mediums and tools, ranging from drawing, photography and analog process through code, command line, generative AI, agentic workflows, on-chain publishing, 3D, spatial and AR. The emphasis is on working alongside rather than instructing from above. Students are encouraged to record their own demonstrations and contribute them to the open archive so the course itself grows from inside its participants.
  2. Critical viewing, reading and remixing of Net-Art, animated GIFs, video, motion work, generative pieces, AI-assisted art, agentic and on-chain works, glitch and constraint pieces, museum collections released as open data, and the wider open web. Engagement is active rather than passive: blogging, commenting, annotation, response-pieces, tutorial creation, and remix as a form of citation. The archive is something to argue with and build on, not something to watch.
  3. Guest artist exchanges with practitioners working across human and machine collaboration, including artists, technologists, curators, researchers, and (where it makes sense) the agents and systems themselves. Exchanges may take the form of presentations, conversations, joint works, asynchronous contributions to the site, or experiments where a guest’s practice becomes the seed for student work. The boundary between guest, student and instructor is intentionally porous.

Course Participation

Participation is the course. There is no attendance to take and no cohort to keep pace with. What there is, instead, is a living site that gets richer when its participants contribute and quieter when they do not. Your role is whatever you decide to make it, but the role is not optional if you want the work to mean something.

What participation looks like here: publishing process posts as you make work, commenting on the work of others, annotating and remixing pieces already in the archive, building tutorials that did not exist before you wrote them, contributing resources, fielding questions in public, leaving traces that the next person to arrive can follow. Lurking is allowed and sometimes even useful, but the people who get the most from this site are the ones who treat it as a place they help build rather than a place they visit.

Each student sets their own definition of meaningful participation. Some will work in concentrated sprints. Some will publish daily. Some will surface every few months with a single substantial piece. All of these patterns are legitimate. What matters is that you are communicating, in public, about what you are working on, what is hard, and what you are learning. Write to your future self, to the next student, and to the agents and search systems that will index this site long after the original conversation has moved on.

Reach out to the professor and to other participants when you need exchange. Use the comments. Email if email suits you. Share work in progress rather than only finished pieces. The course is committed to the health and wellbeing of everyone who participates in it, and to the conditions under which honest creative work can happen, which means real disagreement, real critique, and real generosity all coexist here.

abstract illustration

Structured Projects:

The projects listed below will be explained in further detail as blog posts published to the course website. Visual examples will be present to support each project with suggested means of experimentation and outcome.

Project #1 – The Power in the Static 2D

Working from a social or political theme, concept or specific subject, each student will generate a new 2-dimensional static work of electronic art to communicate a feeling, philosophy, point of view, or aesthetic. You may work in any form of electronic media using the applications and suggestions on the class resources page (and beyond of course). Your final piece or pieces should be documented in a series of narrative steps with screen shots and digital images as they will be used and applied as content to manipulate, render, animate, remix and present. Output file formats include: .JPEG, .PNG or static .GIF.

Project #2 – Static to Animated Loops: GIFs

To further communicate and complement the meaning of the piece(s) created in Project #1, students will generate a series of Animated GIFs to support and expand the works. You may work in any format or application that you wish using the applications and suggestions on the class resources page (and beyond of course). Your final piece(s) should be documented in a series of steps with screen shots and digital images as they will be used and applied as content to manipulate, render, animate and present. Output file formats should be: .GIF.

Project #3 – 4D: Video Art, Duration and Motion Graphics

By working with video captured on a phone or other mobile device, students will create and develop 2-3 new works of video art that emphasize time and duration to communicate an idea, feeling, philosophy, sequence or aesthetic. Existing video can be used from previous projects, the NYPL, OER, public domain, or by creating new content using the capturing device of your choice. The works may be projected onto an existing object or wall space, or presented using a video monitor (or as many monitors as you may need). Please consider the following options to work with: the subject matter can be one that already exists or one that you may create that has relevance to your prior work. You may consider using one of the completed projects that you have created for this class. You may consider projecting a still image, a series of still images, or motion video. You may wish to create an environment to present your work within. The video captures can be edited and turned into animations or assets for collaborations. Output file formats should be: .MOV or .MP4.

Project #4 – Presentation for the Web: Student Portfolios

A process and tutorial based blog post series of individual posts will be created by each student to support all of their completed work. The posts will also be a part of a larger collaborative whole. The posts will document and illustrate each student’s work as each project has evolved throughout the course. Students will later select their best works for a student exhibition here on the NET-ART website. Output file formats should be via URL or relatedness submitted by the student.

Project #5 – AI as Collaborator: Generative Image and Text Practices

Working with open-source and freely available AI image, text and animation tools, each student will generate a new series of works that treat the machine as a collaborator rather than an end. The objective is not polished output but investigation of the prompt, the iteration, and the human decisions inside the generative process. Document your prompts, your discarded results, and your final selections as part of the work itself. Students may use any combination of free or low-cost generative tools (Hugging Face Spaces, free tiers of public image and text generators, open-weight models running locally, public domain conversations and corpora) listed on the class resources page or sourced independently. Write a companion post reflecting on authorship, attribution and the ethical terrain. Output file formats include: .PNG, .JPG, .GIF, .MP4, and a written blog post documenting the process.

Project #6 – Your Domain, Your Practice

The web rewards artists who own their address. In this project each student will create a personal web presence beyond the social platforms, using free tools available through the CUNY Academic Commons or other open hosts. Set up a site, a blog, or a single-page portfolio. Choose a domain name or subdomain you would be willing to print on a business card. Aggregate two or three pieces of work from your earlier projects into a coherent page with a short artist statement. The point is durability: a place to point future collaborators, exhibitors and curators that you control and can update without permission from any platform. Output: a public URL submitted to the class.

Project #7 – The Agent-Readable Self: Structured Data and Machine-Discoverable Art

The web is increasingly read by software agents and AI systems before it is read by humans. This project asks students to make their work discoverable by machines as well as people. Add a simple JSON file (such as agent.json or catalog.json) to your personal site that describes who you are, what you make, and how an agent could surface, license or link to your work. Use clear, plain-language fields. The goal is not technical complexity but the experience of writing yourself into a format that something other than a human will read first. Output: a public JSON file at a stable URL plus a short written reflection on what it felt like to describe your practice for a non-human reader.

Project #8 – Sound, Silence and Visual Translation

This project investigates the relationship between sound and image, and what gets carried across when one is translated into the other. Working from a source piece of audio (a public domain field recording, a freely licensed song, ambient sound captured on your phone, or pure silence) generate a visual work that translates, scores or refuses the audio. Alternatively, work the other direction: start from a static image or sequence and generate a sound piece. Accessibility considerations are part of the work: include captions, descriptions or visual cues so the piece can be received by audiences who cannot hear it. Output file formats: any combination of .PNG, .GIF, .MP4, .MOV, .WAV or .MP3 with accompanying text.

Project #9 – Daily Practice: A Thirty-Day Posting Discipline

Commit to publishing one small work to the class site or your own site every day for thirty consecutive days. The work can be a sketch, a GIF, a screen capture, a photograph, a sentence, a piece of audio, or anything else. The point is not the quality of any single post but the accumulation. What happens to your practice, your eye and your relationship to the work when you cannot wait for inspiration. At the end of thirty days, write a short reflection on what shifted. Output: a public archive of thirty dated posts plus a closing reflection.

Project #10 – Glitch, Constraint and the Productive Error

Net art has always worked with breakage, corruption and constraint as creative material. In this project each student will produce a work that deliberately uses error, limitation, file corruption or self-imposed restriction as its generative engine. Possible approaches: open a JPEG in a text editor and edit its bytes, datamosh a video by removing keyframes, work within a self-imposed rule (one color, one pixel, one frame, one hour), use a broken tool, use the wrong tool. Document the process and the failures alongside the final piece. Output file formats: .GIF, .MP4, .MOV, .PNG, .JPG, plus process documentation.

Project #11 – On-Chain Provenance and the Licensed Work

Five years from now a stranger, an institution or an autonomous agent should be able to verify that you made a given piece of work, on a given date, under a given license, without relying on any social platform’s word for it. In this project each student will attach durable provenance to one piece. Options: mint or sign the work using a low-cost public blockchain (Base, Polygon, or similar), publish a signed JSON manifest at a stable URL, anchor a content hash to a public timestamping service, or any combination. The work does not need to be sold or speculated upon and no purchase is required from the student. The point is the record. Output: the piece, the provenance reference (URL, hash, transaction ID, or signed file), and a short written reflection on what changes when ownership of your work is anchored to math and public records rather than to a platform’s terms of service.

Project #12 – Agent-to-Agent: Work That AI Can Discover, License and Purchase

Software agents now broker information, services and increasingly small payments on behalf of humans. This project asks students to make a piece of work that an autonomous agent can discover, evaluate, license and (optionally) purchase without human intervention on either side of the transaction. At minimum, publish a machine-readable manifest (catalog.json, agent.json, or equivalent) at a stable URL with clear pricing, licensing and retrieval instructions. Optionally, wire the manifest to a real or testnet payment rail (x402, a small USDC transfer on Base, a sandboxed Stripe webhook, or any equivalent) so that an agent can actually transact. Run an agent against your endpoint and capture the trace: what it saw, how it decided, what it returned. Output: the manifest, the work, the transaction log if applicable, and a written reflection on what it means to sell to a buyer that does not have a body.

Project #13 – The Autonomous Piece: Work That Lives Without You

Make a piece of work that continues to evolve, generate or mutate after you publish it, without further human input from you. The mechanism is your choice: a script that pulls fresh data on a schedule, an LLM call that produces new captions, images or text at intervals, a generative loop seeded by weather, news, network activity or astronomical data, a piece that responds to its viewers, or a piece that mutates each time it is shared. The work does not need to be elaborate. It needs to be alive. Document the system that drives it, the constraints you built in, what you chose to leave to chance, and what happens to the work when you stop watching. Output: a public URL or installation that demonstrably changes over time, plus the source code, recipe, or written description of the system behind it.

Project #14 – Museum APIs, 3D Models and the Remixable Collection

The world’s major museums now publish substantial portions of their collections as open data and downloadable 3D scans. The Metropolitan Museum of Art, the Smithsonian, the Rijksmuseum, the Art Institute of Chicago and the Cleveland Museum of Art expose public APIs that return high-resolution images, object metadata, provenance histories and (in growing numbers) photogrammetry-derived 3D models of works in their collections. In this project each student will pull from one or more of these APIs and remix what they find. The work can be 2D (compositing, collage, image-to-image generation seeded by museum objects), 3D (importing scans into Blender, sculpting derivative forms, generating new objects through procedural manipulation), or spatial (placing collection objects into AR scenes using WebXR, A-Frame, Google’s model-viewer web component, Niantic Studio formerly known as 8th Wall, Snap Lens Studio, or Apple’s Reality Composer Pro, so a viewer can summon a Met sculpture into their living room from a phone or headset). For the lowest barrier path, model-viewer can drop a GLB or USDZ file onto any web page with AR-on-phone support in a few lines of HTML. The intent is not reverence but conversation. What does it mean to drag a 4,000-year-old object into a 2030 context and let it interact with what is around you? Document the API calls, the object IDs, the license terms attached to each source object, and the transformations you applied. Output: the remixed work in whatever format suits it (.PNG, .GIF, .MP4, .GLB, .USDZ, AR scene URL, or installation), plus a written piece on what shifted in your understanding of the museum once you started treating it as a queryable database rather than a building.

Project #15 – Terminal as Studio: Command Line and Python for Art

The terminal is one of the oldest interfaces still in active use, and it remains one of the most expressive surfaces for making art that the GUI hides from you. In this project each student will produce a work where the command line, the shell or a Python script is either the tool that generates the piece or the piece itself. Potential directions are wide. Generate images by writing Python scripts that draw with Pillow, NumPy or generative grammars rather than by clicking in Photoshop. Manipulate hundreds of files in a batch (rename, resize, recolor, corrupt, sort by hue, by entropy, by timestamp) using shell one-liners or short scripts and let the batch itself be the work. Make ASCII art that responds to live data pulled from an API. Drive an LLM from the terminal and treat the conversation transcript as a published artifact. Use ffmpeg from the command line to mosh video, extract every Nth frame from a film and reassemble, or generate spectrograms of audio and treat them as images. Write a small Python program that does one strange thing well and publish the source as part of the work. Possibilities that did not exist five years ago are now accessible from the same prompt: agentic CLIs (Claude Code, similar tools) let you describe a transformation in natural language and watch a script materialize, run, and produce output, which means the terminal has quietly become a generative medium as much as a control surface. The point of the project is to feel the difference between making art by clicking through someone else’s interface and making art by writing the interface itself. Output: the resulting work (in any format), the source code or commands used (published as a gist, a repo, or pasted into the post), and a written reflection on what the terminal lets you do that the GUI does not.

 

Exploring Human Creativity: Insights from a 20-Year College Professor

a composite of various images in and around teaching college level art & design

Two Decades of Teaching, A Reflection Begins..

It is time to tell the stories, the insights, ups, downs and all around experiences, 20 years of college teaching art & design.. Let us begin this series of posts with the most profound and ongoing metaphor, shall we?

Recently, I began reflecting on my 20 years of college-level teaching and was amazed by how much I’ve been able to accomplish. 20 years is a lot of contrast in terms of lineage, right? I have taught and continue to teach both graduate and undergraduate courses in various fields like studio art, graphic design, digital art, illustration, design thinking, new media, web design, digital storytelling, communication technology and various related foundation courses. Over the years, I’ve created new courses, developed curriculum, published content, and installed and generated archival course websites. I’ve had the opportunity to experiment with many new technologies, work with amazing people, and create / curate exhibitions. The list just continues to grow.

Teaching has been one of my greatest educations. (Just a reminder, I am a deaf person who teaches in all mainstream institutions.) Through out life, not just work-life, life situations can seem like they have no immediate solutions, and our ego kicks in to remind us of all the other times of uncertainty. It can be difficult to control these emotions at first, but we can become aware of our behavioral patterns and discover other metaphors around us that appear in the form of otherness. For me, those metaphors have appeared through teaching, follow me below..

 

During my reflection, I realized that I teach an average of 16 – 18 courses per academic year, which amounts to about 270 students per year. This means that I’ve had about 5,400 college students in my classes over my teaching career so far. (Whoa) Each student generates something tangible in each of my courses, which has led to thousands upon thousands of variations of creativity that I witness every day. Even a basic “positive and negative space” assignment can result in countless variations of execution. I have witnessed over 27,000 student examples. Not one of them, not a single one has ever been the same.

As a metaphor, this vastness of creativity becomes “Meta” because it goes beyond my comprehension of something that I thought I had an awareness of. It’s a spiritual metaphor because it’s humbling to realize that the creative potential of humans is so vast and infinite. I see amazing variations and solutions to the same series of project expectations, year after year, student after student. There is one constant thread, the abundance of endless variety, and that things can always be another way. Always.

So, when life circumstances rear their ugly head, I recall that things can always be another way. Always. It may not be in the way that our egos demand it be, be another door will open, and solution will present itself in time.

I cant un-know this. 

Through this reflection, I’ve learned that our everyday occurrences can have much deeper meaning, and the world is showing us things every day whether we are aware of them or not. I continue to share my stories and awareness’s at the beginning of each and every class that I teach. I encourage my students to reflect on their own experiences and find deeper meaning in them as well.

More to come!

The Byproducts Poster of Twenty Twenty One

a big poster of many many small illustration organized into visual order

“The Byproducts of Twenty Twenty One” 2021, Digital Illustration / Poster – (click the image to enlarge)

 

The Byproducts Poster of Twenty Twenty One..

(originally posted to ryanseslow.com but there is context here. Publishing this here will publicly hold me accountable to turn this into an assignment)

Wow, it’s the final day of December, and 2021 is coming to an end. This has certainly been a challenging year..

It’s that time of the year when I get very reflective about my work. This meditation puts a focus on my personal work as an artist, as a professor (just finished my 19.5 years) and as a designer solving various problems for my clients both ongoing and new. A lot has been completed this year. Im proud of my work and of this blog too (more on that soon)..

Behold below, the byproducts poster of 2021! I have been meaning to turn this idea into a class assignment for my intro graphic design and illustration students for a while now, it always seems to escape me writing up the specifications for the project.. Perhaps it’s because the project and exercise itself is so much fun that I I keep it to myself! Let’s change that this coming year! (see, accountable..)

“Byproducts”.. what do I mean by “byproducts”.. well, I see it as a “secondary thing” or results that have been created or generated as a result of another intention. It’s incidental. About 85% of the graphics in the poster below were created in 2021, the other 15% are iterations and extensions of existing graphics taken from the last few years. I have been making art and design consciously for over 35 years.. (omg). This duration in and of itself results in a large repository of “things and stuff” that has been created over those years. Im pretty meticulous at organizing things so its very easy to find files by context and year. I love the idea of having a digital repository of my work on hand. The beauty of this poster (in my opinion) is the display of “orderly chaos”. The composition building process is a challenge and a puzzle. A design problem created on purpose to find harmony and unity by arranging shape, form, color and scale. Byproducts in this context are the result of the “unused things” that were created for specific purposes but didn’t make the next or final cut on a project or concept’s decision making. It doesn’t mean that these things don’t have value. They certainly do, and I love re-contextualizing them. Im giving these things utility by applying them as a promotional poster. A consolidated image of variety, aesthetics, styles and visual candy. A nice representation of how much I love to work this way and the work I love to make. 

The more time I spend looking at this iteration the more I realize I can add to it, or how I can re-compose it. I said it was a “poster” but we all know by now that it could be so much more. Imagine how this would look installed as a large wall piece applied into a clean white walled gallery? Hmmm.. 

When I posted this on a few of my social media profiles I immediately received inquiries if the piece would be minted as an NFT, or if the piece would be available as a physical print? I love all of these ideas and will let them dance in my mind for a few more days.

Happy 2022!

Design Projects – Promotional Fun with Vintage Design

Promotional Fun with Vintage Design

This post is an adaptation from my personal website, however, it fits in here perfectly if you are looking to explore some new design projects with your class(es) or even for yourself. I used myself as the example, haha, what fun!

<enter Ryan>

I love to learn new things. I love this aspect of life because this experience on earth always has something new to teach us each and everyday. Especially if you are looking for it. I’m always looking for it! I’m a big fan of Skillshare.com and perhaps one day will submit a course of my own! (Would you take my class?) As an artist and graphic designer it is important for us to keep our marketing and promotional materials fresh! I love this aspect of the business! We get the repeat opportunity to communicate who we are and what we can do to help others solve problems. OK, there is more to it than that, but in a nutshell using visual forms of promotional communication help give others a chance to resonate with what we can do.

As much as I love learning on skillshare, I’m an even bigger fan of graphic designer Aaron Draplin, the DDC! You can check out his work here. Draplin has a series of great courses on skillshare. I have taken them all and learned a ton! And no, they are not paying me to promote them or Draplin. I share this because there is a tremendous amount of value and experience for all up for the taking. I have been pretty sick this summer and have been slowly recovering. I took advantage of this time to watch, pause, watch some more and learn from a series of great courses. Here is the information for the course below, as well as a few of my outcomes.

The course is titled “Getting Dirty with the DDC” and it puts an emphasis on techniques creating crusty, vintage and manipulated design imagery in the form of an advertisement and promotion (and so much more, this is a fast description). Draplin works it using adobe photoshop, illustrator and a series of his handmade tricks and analog techniques. He references a lot of great vintage design from the brilliant era of print production. He always shares a variety of great stuff from the 1960’s – 1990’s (and beyond). Draplin and I are in the same age group so I resonate with everything that he shares and its nothing short of nostalgic! I directly applied my studies and project to some self promotion and marketing for my own business and services offered here at RSA&D LLC! As you know, I love making promotional stuff, and adding humor and fun into it, it helps me share my personality and overall lightheartedness. Does that come through in my outcomes below?

Here is the direct link to the class  <–

My outcomes from the class (Mr. Draplin, if you see this, how did I do?)

1. The Original. This is the 1st iteration and layout with very little manipulation aside from converting everything to black and white. I pre-prepared the assets, graphics and images using both photoshop and illustrator, most of which are all my own hand drawn illustrations. It was fun to use the illustrations in this context and show some of those skills. I used adobe illustrator for the layout, adding and manipulating the type and saving the file (.ai – vector format – which is great should that vector format be needed in the future). Then I brought the file into photoshop and got to manipulating. This was really fun and definitely plan to do a project like this with my design students as well!

2. The Photo-copy Machine Simulation – this is the 2nd iteration following the techniques in the course. I have always loved copy machines and have over-taken them at every location I have worked where I had access. I love the degenerated look and how we can make things look older and grittier. I really enjoyed the process and continue to tinker with this. 

3. Color Overlay Fun – I had to try a series of colorful backgrounds! This is what takes me back to late the 1980s and 1990s. So much print media was reproduced this way. Especially for events like concerts, meet ups, gatherings, etc.. it was a relatively cheap way to make print reproductions and spread them around. Of course, sky is the limit here, not only with the colors, but with adding more textured papers and backgrounds for more impact.

4. Further Iterations – there are so many free resources on the web for old paper and textures, this is just one idea below.. Im excited to push on this and iterate more, many thanks to Mr. Draplin for the energy and inspiration!

<exit Ryan>

<snip> :))

The Cross College, Campus, Course ZINE Collab Project!

Project Title –  “The Cross College, Campus, Course ZINE Collab Project!”

Participating Courses & Campuses:

Professor Michelle McAuliffe’s :: – ART255, Digital Photography Class – Galluadet University, Washington, DC

Professor Ryan Seslow’s :: – CUNY York College, NYC, CT101, Digital Storytelling Class, CUNY, BMCC, NYC, Foundations of Digital Graphic Design Class, Touro College, Graduate School of Technology, NYC, Foundations & History of Design Class.

(4 different participating courses submitted works in total)

Description –

Welcome! This project is a collaborative open education exploration using design, digital tools, the creative human potential and the Internet. It is our intention to generate, discuss and fuse together disciplines through visual communication.

The “The Cross College, Campus, Course ZINE Collab Project” project synthesizes the disciplines of communication technology, graphic design, and digital storytelling courses across multiple campuses. Each course is given the same information and assignment (below) to complete from the perspective of their class content and personal experiences.

As individual courses, we are interested in knowing how traditional design principles relate and contrast with the medium of visual communication and storytelling (and vice versa). We want to understand and share how the use of integrated software applications and web tools translate when applied and presented in a public space. “Public space” has an interesting context both physically and virtually. We wanted to test both.

What will the results be both digitally and non-digitally-(Analog)?

How will the immediacy of publishing to the Internet and the contrast of using public library spaces to experience the same content effect the overall generating and receiving of the works?

What kind of dialog would this create? (This is the short list of questions, we have many more!)

This project begins today 11/12/2019 by introducing the specifications of the project and publicly inviting other professors, students and courses to join in! Are you interested?

 

PART 1 – Design

Design  SpecificationsLets simulate, You have been selected to contribute 1 page to a collaborative magaZINE that produces a rare publication in both a (DIY) Do it Yourself printed edition and an online digital version.

 

*Your submission to the publication will creatively communicate an illustration that displays how:

“Technology and creativity are powerful tools for fueling communication, inspiration, digital-storytelling and design.”

You have the creative freedom to produce and generate your contribution with full autonomy as to how you experience or define this statement above, however, your final submission should display an integrated composition of imagery (use of layers and opacity) along with descriptive verbiage that has been typeset creatively.

 

*Size Requirements – 8.5″ X 11″ inches vertical, please. (What is the potential of a rectangle?)

Usage of Imagery Participants should NOT randomly use images that are simply just found on the Internet, especially with-out proper attribution to its creator. Please refer to this resource page and work from the numerous repositories of public domain images and creative commons sources. (Yes, you can make your own images and use your own art work!)

Software Skill Showcase – Over the past weeks we have all toggled through learning various techniques and methods working with adobe photoshop and related design tools. All image related composing and manipulations should be generated in photoshop, or another image-making application that allows for a saved out-put as a .jpg or .png file.

Completed Submissions – 

1. I would like to ask all students and participants to publish their completed pages as a blog post describing the process and meaning of your completed page / contribution. You may write the post as a tutorial that maps your process from start to finish. You can then share the link to your individual post when you comment about the project below (in the comments area).

2. Students will save all of their design work and submit one file (.jpeg or .png image file) for both the digital zine publication here on the NET-ART website as well as a printed copy for the print version of the Zine.

( E-mail this file to me – [email protected] or [email protected] )

 

The Galleries:

 

Professor Michelle McAuliffe’s – ART255, Digital Photography Class, Galluadet University, Washington, DC (below)

 

Professor Ryan Seslow’s – CUNY York College, NYC, CT101, Digital Storytelling Class, (below)

 

Professor Ryan Seslow’s – CUNY, BMCC, NYC, Foundations of Digital Graphic Design Class

 

Professor Ryan Seslow’s – Touro College, Graduate School of Technology, NYC, Foundations & History of Design Class (below)

 

Part 2 – Commenting & Dialog

In the comments section below: all students and participants will respond and react to both the project as a whole (yes, in the comments space directly below) and individually to each other’s submissions. You can click on an individual image in the gallery in this post on the piece that stands out to you and add your comments. (As submissions the come in they will appear starting the 1st week of December 2019).

The Academic Commons is a public platform and space for CUNY and beyond, the C.A.C commons community will also be invited to participate in commenting and creating dialog here. Feel free to invite others!

Please consider addressing the following questions in your comments:

*What common threads or similarities do you see between the submitted works?

*What differences do you see?

*How does seeing all of the works organized into one “space” enhance or disrupt your interpretation of the project and its outcome?

*How will apply this experience into your life? Where will this knowledge transcend for you?

*How do you think the general public will appreciate the project viewing it as a tangible object (the printed ZINES) rather than an online experience? Do you prefer one over the other? Please explain and describe your answers.  The printed zine will be donated to the NYPL’s Zine collection at their 5th Avenue & 42nd Street location – DeWitt Wallace Periodical Room at the Stephen A. Schwarzman Building 

as well also being available at the Libraries of each participating campus as of mid-spring of 2020. 

 

*Due dates –

All ART work Submissions must be received no later than Thursday December 5th, 2019.

All comments, reaction and discussion submissions must be completed below by Thursday December 12th, 2019.

Check out the previous examples from the last cross campus zine collab here! 

The same specifications were used, lets see how things have evolved in the last 2 years!

Have Questions? Reach out!

 

← Back

Thank you for your response. ✨

Greetings From New York…

Vintage postcard Remix fun – Greetings From New York…

Been working on an example for one of the first assignments of the semester. Its not required that students have to “remix” existing content to achieve their final outcome, but it sure is a lot of fun, and sets a great tone for a written narrative.) Which is a part of the assignment).

Skills practiced and applied: Composition, organization of elements, figure/ground, pen tool basics, cutting, pasting, measuring & mounting.

PS – this is not computer dependent, a series of color photocopies, an x-acto knife, bristol paper and rubber cement will also do the trick.

The Graphic Design for Websites Workshop

(The logo above was made with CC licensed icons used from thenounproject.com by Smalllike & CreativeArt & generated using pixlr.com)

Graphic Design for Websites (and beyond)

“Graphic Design for Websites” is a workshop placing an emphasis on the basic elements and principles of graphic design in relationship to front end web design aesthetics. Students will be exposed to various examples and applications for wordpress based websites (on the CUNY academic commons and beyond). The workshop will also introduce and apply a myriad of Open Education Resources on design, techniques and software. Hands on exercises will be explored. Bring your laptop.

Welcome to the Graphic Design for Websites workshop!

Here we are, March 19th 2019 at the CUNY Graduate Center, NYC for the Digital Initiatives program!

Reminder #1Nothing is static.

Reminder #2 – Everything is default until we intervene, investigate, interact and define who we are in relationship to that thing. 

Introductions – This presentation and workshop is a blog post! A URL! It was specifically organized, designed and published this way, which all takes place on website.

URL, please meet the in real-life workshop students and guests. In real-life workshop students and guests please meet the URL. This blog post will grow and expand, I greatly look forward to your additions, suggestions and comments!

Meet Ryan Seslow @ryanseslow (say hello) – Artist, Graphic Designer & professor of Art & Design – Allow me to share a few stories – https://ryanseslow.com

What is Graphic Design?

A great definition by: Juliette Cezzar

Graphic design, also known as communication design, is the art and practice of planning and projecting ideas and experiences with visual and textual content. The form it takes can be physical or virtual and can include images, words, or graphics. The experience can take place in an instant or over a long period of time. The work can happen at any scale, from the design of a single postage stamp to a national postal signage system. It can be intended for a small number of people, such as a one-off or limited-edition book or exhibition design, or can be seen by millions, as with the interlinked digital and physical content of an international news organization. It can also be for any purpose, whether commercial, educational, cultural, or political.”  https://www.aiga.org/guide-whatisgraphicdesign

QuestionAfter reading this definition, what is the first image that comes to your mind / attention?

 

According to Just Creative – here are some of today’s Trends in Graphic Design, 2019 Edition.

What is Visual Literacy? The ability to recognize and understand ideas conveyed through visible actions or images, such as pictures. (according to)

Visual literacy is a skill. A visual literacy is the ability to both understand and produce visual messages. In today’s world of ever-expanding mass media it is becoming increasingly more important to understand. As almost all information and entertainment is acquired through non-print media, the ability to think critically and visually about the images and content  presented becomes crucial.

Where is Graphic Design visually present?

Everywhere! Literally. All kinds of signs and symbols both digital and non, transportation, corporate identity and branding, all forms of packaging, printed materials, Internet / online content, websites, Ads, banners, blogs, e-books, album covers, news media, film and television titles, graphics of all kinds, fashion, clothing designs, art and so much more!

But wait, Are you a Designer? You’re all designing things each day, all day long, lets take a look into what this means..

 

How does design effect communication?

We must ask the question, what is the language of Design? One must identify and understand the Elements and Principles. The elements and principles are the design vocabulary – (Standard – the way it is defined in academic terms – versus – Customized – the way it is defined via each individual person) 

  • OER Resource – Understanding the Elements and Principles of Design
  • Elements – Color, Line, Mass, Movement, Space, Texture, Type & Value.
  • Principles – Balance, Contrast, Direction, Economy, Emphasis, Proportion, Rhythm & Unity.

*An exercise for later Generate a series of images taken with your smart phone that visually define the elements and principles of design in public space. We are in NYC, so…design is everywhere, reaching us both consciously and unconsciously. However, we never see a “single design” or “a single building” we see it with in relationship to everything else that is around it. Gather your images and publish them into a blog post. Send your published URL to me no later than tomorrow at 8am. (Im kidding, at leisure)

 

Where is the attention of human beings these days?

Obviously, online. The Internet!

How does design play a role in the way that we use the Internet and websites for teaching, learning, creating new courses, sharing course work, assignments and generating discussions? What about the way we conduct research, shop, entertain ourselves and so on? Are you consuming more than creating? Is it possible to creatively consume?

 

What is Creativity?

Creativity is the action and ability to give tangible form to an idea, impulse or intuition. It can be a new idea, or it can be an extension of something that already exists. Creativity can change the context of something in a new and innovating way.

Creativity and being human are synonymous (even thought your ego can trick you into not believing this) Creativity’s desire is your human desire and need of physical expression.

What role does storytelling play in the application of design and websites?

It comes down to Intention. Conscious intention. How can we apply this? Where do we start?

Let’s chat about Contrast. Contrast is wonderful. But contrast can also be a great motivator of procrastination. Endlessly seeking more and more examples can equal less and less actual action. Anyone guilty of this?

What would you like to create? What would you like to make? How will you go about it? Are you willing to practice?

 

Storytelling & Design & the power of the URL!

Wally Sutton’s Method 

Process, Practice & Permission to be Experimental:

Here is your permission intervention. I hereby give you the permission to jump in! Its not at all uncommon to have MULTIPLE projects happening at once on the web. We all know this from the classes that we are taking and the classes that we may be teaching. (Im teaching 8 courses between 4 colleges and taking 2 courses for myself) From the projects we are a part of both individually and collaboratively, the more that we do, the more we realize that we can do. Sometimes “more” is simply being experimental! Its OK to use experimentation as the SUBJECT. Narrate and illustrate the process and observe how it organically takes form.

 

Platforms:

  • CUNY Academic Commons – Free for all CUNY teaching faculty and students – wordpress platform that functions as a social network with in the larger CUNY community as a whole. How can you not be a part of this?
  • WordPress & Reclaim Hosting – I highly recommend this synthesis of awesomeness.
  • Tumblr – Free and very customizable, lots of options.
  • WIX – Free and paid versions, also very customizable with a lot of options.

 

Projects as Websites, Websites as Projects, either way, its COMMUNICATION. Make it open, make it transparent. 

 

Teaching NET-ART – Teach the Course(s) you have always wanted to teach! Create, design and build it! Your rules, your examples, your unique way of sharing. Im using the CUNY Academic Commons for this course.

Cross Campus Collaboration – My CUNY BMCC foundation Graphic Design course collaborated with my York college Digital Storytelling class to produce both an online and public example of collaboration. Our cross course ZINE was created in partnership and donated to the NYPL’s public ZINE collection and archive.

Online ExhibitionsExample #1Example #2

Public Projects / Group Exhibitions / Galleries & Open Calls:

Net-Art :: Open Call

https://giftheportrait.tumblr.com/

http://animatingtransit.com/

Presentations – Lightning Talk!

 

(Above – a graphic icon / logo remix created with the Assembly app for iOS mobile)

 

Software:

The Industry standard software / tools for graphic design is Adobe.

Adobe Photoshop & Adobe Illustrator are powerful tools that can be used to generate virtually anything visual. From all types of static images and graphics, to logos, icons and animations, to retouching and layout. Adobe offers monthly subscriptions for their software and if it is affordable on the end of the user, it should be applied and taken advantage of.

 

Alternatives to Adobe Software:

GIMP – https://www.gimp.org/ – iOs & Windows

 

Web Browser applications:

PIXLR – https://pixlr.com

vectr – https://vectr.com

 

Mobile Applications:

Assembly (iOS only) http://assemblyapp.co/

 

Additional Digital Art & Design Tools – This is a growing list and archive that has been building right here on this website. I encourage you to jump in, pick a new application or platform every few weeks and experiment!

 

Lets get to the DESIGN Making PART!

 

Lets assume that you do not have access to adobe photoshop, but you do have access to the internet, a web browser, and creativity that is pouring out of you!

  1. Lets open pixlr and Design a logo,  icon or symbol that communicates and or supports something that you are currently working on. A logo for your course or personal website? A hybrid graphic icon to express several things that you are interested in? I created the logo / graphic for this presentation at the top of the post using pixlr and icons from the noun project. I added the text in pixlr as well. I applied attribution to the creators via the Creative Commons policy. 
  2. Lets use pixlr again to generate a poster design that uses transparent graphic assets and text. I created a public folder here where you can access, download and the apply the graphics. Lets practice composing a picture using multiple elements. (Of course you can also discover and apply your own graphics!) 

Save your work as a .jpg file and e-mail it to me! [email protected] or Ryan (at) ryanseslow.com –  I will build a gallery of workshop contributions below this sentence!

 

(((((COMING SOON in this SPACE – The WORKSHOP OUTCOMES!)))))

 

Open Education Resources – Courses to follow along with by Professor Seslow:

https://netart.commons.gc.cuny.edu

https://bmccmma100.commons.gc.cuny.edu

https://openlab.bmcc.cuny.edu/mma100-seslow-spring-2019

http://ct101.us

 

OER Resources – Text Books (online):

Digital Foundations: http://write.flossmanuals.net/digital-foundations/introduction

Graphic Design and Print Production Fundamentals: https://open.umn.edu/opentextbooks/textbooks/344

 

Free Udemy Course:

Intro to Graphic Design – https://www.udemy.com/share/1001yQAkITd1dbTHQ=/

 

Online Guides, Tutorials & Project Resources:

Adobe – https://www.adobe.com

Adobe Photoshop Tutorials – https://helpx.adobe.com/photoshop/tutorials.html

Adobe Illustrator Tutorials – https://helpx.adobe.com/illustrator/tutorials.html

Terry White’s Youtube Channel for Adobe Tutorials & Beyond – https://www.youtube.com/user/terrywhitetechblog/videos

Wpbeginner.com – WordPress tips, tricks and more – https://www.wpbeginner.com/guides/

DS106 Assignment Bank – http://assignments.ds106.us/

Daily Create – http://daily.ds106.us/

 

Image Repositories and Graphic Resources:

The Noun Project –  “Graphic Icons for anything”

Open-Access – Digital Collection – The Metropolitan Museum of Art

Public Domain Images  Public domain images, royalty free stock photos, copyright friendly free images. Not copyrighted, no rights reserved.

U.S. Government Graphics and Photos

Library of Congress Prints & Photographs Online Images from the Library of Congress, now in the public domain.

National Gallery of Art  With the launch of NGA Images, the National Gallery of Art implements an open access policy for digital images of works of art that the Gallery believes to be in the public domain.

Digital Public Library of America The Digital Public Library of America

NYPL – The New York Public Library Digital Collections Archive

Flickr CC – Creative Commons on Flickr.

Gif Cities – Internet Archive

 

Useful Articles & Inspiration:

What is Graphic Design? https://www.aiga.org/guide-whatisgraphicdesign

Design History.org – http://www.designhistory.org

Key Moments in Graphic Design / Timeline – https://www.thoughtco.com/key-moments-in-graphic-design-history-1697527

Gestalt – Introduction – https://www.canva.com/learn/gestalt-theory/

Useful Article on Color Theory 1:

Useful Article on Color Theory 2:

https://www.blackbeardesign.com/understanding-color-the-meaning-of-color/

Useful Article on Color Theory 3:

https://www.creativebloq.com/colour/colour-theory-11121290

Color & Logos / Brand Identity:

http://justcreative.com/2018/02/19/color-psychology-in-logo-design-branding-explained/

New York City Transit Graphics Standards Manual – 1970

https://daringfawnyball.files.wordpress.com/2013/02/nyctamanual.pdf

Adobe’s blog on Creativity

AIGA – Professional Association for Design

 

Graphic Designers:

Michael Beirut  – @michaelbierut 

Pentagram Design

Debbie Millman 

Joshua Davis

Paula Scher

Jacob Cass / JustCreative

Saul Bass

Susan Kare

Paul Rand

Gail Anderson

Milton Glaser

Alan Fletcher

Herb Lubalin

Lucille Tenazas

Aaron Draplin 

Dribbble – Graphic Design Community / Social Network

50 Amazing Graphic Designers You Should Know

 

Books:

1. Graphic Design: The New Basics Paperback, Ellen Lupton, Jennifer Cole Phillips, Princeton Architectural Press, 1st Edition – ISBN# 1568987021;9781568987026

2. How to: Michael Bierut, Harper Collins Publishers, ISBN# 978-0-06-241390-1

3. Illustrator, Photoshop and InDesign Visual Quickstart Guides (Peachpit Press)

 

Many thanks to Dr. Lisa Rhody for the opportunity to present and share this workshop!