Kick-off Toolkit Digital Publishing

Report: Kick-off Toolkit Digital Publishing 7th of March 2013

The kick-off meeting on the 7th of March was the official start of the “Toolkit Digital Publishing” research project. Margreet Riphagen, projectmanager of the Institute of Network Cultures, gave a short introduction of the research project and introduced the partners of the consortium that are involved in the research project. Geert Lovink (lector Instituut voor Netwerkcultuur) and Florian Cramer (lector creating010, lectoraat of the Willem de Kooning Academy) introduced several topics that are important to keep in mind in relation to digital publishing, and the partners gave short presentations about their know how and expectations of digital publishing. At the end of the morning we formed subgroups. Each subgroup, consisting of a publisher, designer and developer will each formulate their own research projects within the bigger framework of the Toolkit Digital Publishing research program and will be based on one or more publications of the publisher.

As Margreet explained the research project is funded by RAAK-MKB (Regionale Actie en Aandacht voor Kennisinnovatie), which is managed by SIA (Stichting Innovatie Alliantie). Raak–MKB aims to improve knowledge exchange to strengthen the innovative ability of MKB’s and Universities of Applied sciences.

The overall goal of the project is: “To realise a platform with tools and methods that are based on open source- standards and tools, with which publishers in art- and the cultural sector can publish e-publications that are suitable for several (mobile) devices”

A consortium of partners will collaborate to reach this goal. It consists of a group of publishers - BISPublishers, nai010 publishers, FrameWeb, Institute of Network Cultures, and Valiz - a group of developers and programmers - Arjen de Jong (Essence), Medamo, Brinka, PUNTPIXEL, Restruct Web, and Silvio Lorusso – an expertise group that consists of Museum of the Image, and Constant - Open Source Publishers, and other partners involved are: Creating010 and Kircz Research Amsterdam.

 

Geert Lovink: about the proliferation and standards in the field of e-publishing

Geert emphasized that the project will be focused on experimenting, and exploring what the possibilities are for design and the distributing platforms. This particular research project thus doesn’t look into business models of these digital modes of publishing. As he explains there are other lectoraten that research this particular question. The Institute of Network Cultures also looked into these kind of questions in other projects such as: The New Media of Exchange: Dialogues on Internet, Monetization and Finance.

He elaborates on the experience INC had with publishing their own publications on digital platforms such as Issuu and Scribd, which are free web readers, and LuLu, a paid Print on Demand service. As becomes clear these are just a small portion off the platforms for publishing online. Geert also refers to the ePub platform and the necessity to make all the INC publications available for this platform. Another important development will be the availability of Amazon.nl in the Netherlands, that will be probably launched around the summer of 2013. Geert emphasizes that this development will be a ‘game changer’ for publishing in the Netherlands if we look at experiences in other countries. Another platform he refers to is the open source/ free software platform Ubuntu which is an important international player. The platform is developed for both Smartphones and Tablets. Another platform that we should keep an eye out for is the collaboration between Nokia and Windows. It is still unclear what will happen here, but this will probably become more clear at the end of the year.

Florian Cramer: about design and typography in the field of e-publishing

Florian starts his introduction with ‘expectation management’. He explains that the field of design and typography with regards to digital publishing is like the Internet was in the 1990s. The possibilities seem endless, but once confronted with the limitations of the platform(s) you end up with a very poor design. There are several aspects a designer should keep in mind when designing for e-publishing. For instance the multitude of devices that each have their own settings and requirements. In this sense you can see it as the revival of the browser wars of the 90s, where each browser needed its own design. A result of this splintering of devices is the necessity of reflowable content. The content needs to be readable on all the different devices, and thus has to change according to the proportions of the screen. The design is adjusted dynamically. As Florian explains the paradigm of the page is disappearing. Another aspect that makes it difficult for designers is that the reader software itself isn’t fully developed. Most of them for instance do not support non-European alphabets. Especially for the art- design publications this will lead to even more limitations.

Florian also discussed several examples of platforms for e-publishing that are already developed: The people’s E-book - a webapplication for designers and artists to experiment with creating their own publications. Kyur8 - this platform is developed by graphic designers in New York and it allows people to create their own photobooks on the basis off several templates. It is based on HTML5. You can see this as a platform for Zines.

According to Florian it is important to collect these best practices and see what is already done in the field of e-publishing and look for solutions for the problems we encounter. It is about empowering the publishers, designers and developers to ensure that they can find their way in the field of e-publishing on their own.

 

Expectations and inventory of existing knowledge and best practices off the partners

The presentations off the publishers illustrated that there are a lot of ideas about e-publishing, but not enough know-how and as a result the steps, or successes, that are made in this direction are very small. As Rudolf explained “veel vallen en weinig opstaan”. There is a lot of uncertainty about how to approach e-publishing, and knowledge about the possibilities that are already out there is missing, especially in relation to distribution.

From the perspective of the developers and designers the remarks made by Florian are confirmed. Annemieke from Restruct Web explains how their first experience with e-publishing was very challenging as they had relatively high expectations of the possibilities. They developed an App for Cross-lab at the WdKA Rotterdam. They encountered problems with integrating video into the app. Since it had to be readable without an internet connection the video needed to be integrated in the file itself, and eventually they ended up with a large application file that only works on a Apple tablet version. As she emphasized with regard to e-publishing it is important to develop something that is sustainable: It needs to work on several platforms and endure the test of time and platform updates.

The designers also addressed the social and interactive possibilities of e-publishing - how is it possible to share reading experiences, notes etc. And to what extend is it possible to integrate video, images or even Google maps into the e-publication? These questions relate to what Florian called ‘the Expanded Book”. But, as Florian emphasizes it is more important to approach e-publshing as a whole new medium. We should not just try to think about how to translate a book to a digital medium, but think about the possibilities of publishing beyond adding video and other interactivity. What new modes of publishing does it ask for?

In response to the question, if it is possible to export e-Pub from inDesign, Florian refers to the Guru of e-Pub design, Elizabeth Castro, who wrote the book e-Pub straight to the point. It explains how you can export a document from InDesign to e-Pub. However, she emphasizes that this process is not without difficulties and is not the best way to approach designing for e-Pub.

 

Subgroups

After discussing the experiences and expectation with regards to e-publishing different subgroups were formed. They each discussed their first ideas, possibilities and expectations for experimenting with e-publishing and their specific research project. An important starting point is to decide on what publication to work with and what platform(s) to use.

 

The groups formed are:

Group nai010 uitgevers - nai01 uitgevers, medamo, Restruct web and PUNTPIXEL.

Group Valiz - Valiz and PUNTPIXEL

Group BISPublishers & Frame - Essense and Saulie Warmenhoven

Group Institute of Networkculture - Institute of Network Cultures, Brinka and a developer still to be confirmed.

 

In a following meeting the subgroups will finalize their research plans and will start experimenting with digital publishing. The eventual goal of these separate research projects is off course to gather the experiences and “To realise a platform with tools and methods that are based on open source- standards and tools, with which publishers in art- and the cultural sector can publish e-publications that are suitable for several (mobile) devices”

The People’s E-Book

The People's E-Book
by Hol Art Books
from Kickstarter

UPDATE: The People's E-Book will be built! Now, help us build it even better. The more we raise now, the more features we can offer our users in the future. Details coming soon. In the meantime, please keep pledging and keep passing it on to help us build the best free tool for e-books on the planet.

The People's E-Book seeks to be a lab, an incubator, an e-book creation platform for artists, authors, and alternative presses who want to try new things, publish new books, and push into new territories. The People's E-Book will handle e-books of all sizes and scope, but it will excel in areas that no one else has cared to consider—the very small, the quick and dirty, the simple and the experimental.

The People's E-Book is a tool that doesn't account for what e-books are, but rather lets its users imagine what they can be: A short story or an epic poem, a blog post, a manifesto, a photobook, a book of moving photos, a book with a single word, a book with every word, sixteen-million colors, nine swimming pools, a video diary, an idea ...

Make alternative e-books possible. Join us in building The People's E-Book, a remarkable DIY tool anyone can use for free.

100 Years of Alternative Publishing

The People's E-book brings e-books into the rich tradition of creative publishing in which artists, authors and independent presses continue to co-opt and re-imagine what books can be.

Italian Futurists, Dadaists and Surrealists pushed the limits of letterpress printing at the turn of the century. In the 1930s, artists and political activists alike made use of the new mimeograph for quick, cheap, portable printing of reasonable quality. By the 1960s color offset printing was coming into range of affordability and underground newspapers and magazines flourished. And while Fluxus and mail artists continued in the Dada tradition, creating and distributing unusual publications around the globe, the late 60s and 70s also saw the rise of the photocopier, that most humble of machines. The photocopier made possible a massive movement of punk and art zines, and a DIY publishing tradition that continues to this day. Thousands of people, making thousands of books.

How We E-Book

The People’s E-book is a super-simple online tool with an intuitive visual interface to allow anyone to make e-books quickly and for free. This is barebones e-book publishing. What the photocopier was to zines, we hope The People’s E-book will be to digital books.

Create an e-book in minutes, not hours — The People's E-Book requires only a bare minimum of content to output an e-book, while still encouraging advanced programming and creative hacking.

Create an e-book in minutes, not hours — The People's E-Book requires only a bare minimum of content to output an e-book, while still encouraging advanced programming and creative hacking.
See your book as you create it — The People's E-Book features a unique visual editor and intuitive what-you-see-is-what-you-get (WYSIWYG) and drag-and-drop controls.

See your book as you create it — The People's E-Book features a unique visual editor and intuitive what-you-see-is-what-you-get (WYSIWYG) and drag-and-drop controls.
Work in the most open and widely used e-book format on the market — The People's E-Book uses the HTML-based .epub format developed and maintained by members of the International Digital Publishing Forum, and adopted by major e-book companies everywhere.

Work in the most open and widely used e-book format on the market — The People's E-Book uses the HTML-based .epub format developed and maintained by members of the International Digital Publishing Forum, and adopted by major e-book companies everywhere.

We're confident that The People's E-Book is a great idea, but to make it into a great tool, we're asking for your help to build it.

Who We Are

My name is Greg Albers, and I'm the founder and publisher of Hol Art Books(Tucson, AZ). I started Hol to publish and promote exceptional writing on visual art because I believe narrative is a powerful tool in connecting people to art. As a reader and as a publisher, I love books that deepen my experience with art out in the world, not just in reproductions. This is why I love artists books too; because with artists books the book is the art. I think e-books can be the art too. I've spent much of the past two years speaking andwriting about digital publishing. I'm thrilled to now be leading this exciting new project to push the boundaries of e-books in the arts, and every field, ever further.

To make The People's E-Book happen though, I need to hire a team with the background and skills to build it right. I'm lucky enough to have found a great team, Eleanor Hanson and Oliver Wise of The Present Group. The Present Group (Oakland, CA) is an arts-based think tank and creative studio whose projects focus on leveraging new technologies in support of the arts and finding new ways to fund and distribute artists projects. Founded in 2006, major works have included a limited edition based art subscription service, a web hosting service that funds an annual arts prize, and Art Micro Patronage, an online exhibition space showcasing and funding work ideally viewed online.

Rather than simply outsourcing development of The People's E-Book to a faceless technology company, bringing The Present Group in as collaborators gives The People's E-Book both a rock-solid technological foundation and a meaningful partnership in guiding and promoting the site to best serve artists and authors. Eleanor and Oliver are a small independent arts group who have continually done right in the projects they've undertaken, not only in doing exceedingly interesting work, but also in their unwavering commitment to finding ways to support the work of others.

The money we raise here will go to paying Eleanor and Oliver, and to covering hosting and development costs. It is a small amount for what we will ultimately accomplish together, but it's more than I can fund on my own.

A Rewarding Conclusion

It is a publisher's job to "make public" the work of talented authors and artists. It's rewarding work. In joining this project with your pledge, you become a publisher too. You are making public a free tool that we believe will be the genesis for a tremendous flowering of creativity in digital book publishing. You're not making just one book possible, but thousands.

We welcome you to book publishing, and we thank you for being here. For your pledge, we have a number of fantastic rewards to offer. From stickers and bookmarks, to e-books, video seminars, workshops and more. We hope you'll find the amount and reward that fits for you. And for every pledge, we'll be proud to list your name on a part of site we'll certainly be most proud of, the "People's E-Book Is People Funded" page. Thank you.

Sticker, bookmark, button and 16-page source booklet for the $10 PEOPLE'S CHOICE and $25 SUPPORTER'S CHOICE pledge levels.

Sticker, bookmark, button and 16-page source booklet for the $10 PEOPLE'S CHOICE and $25 SUPPORTER'S CHOICE pledge levels.
At the $100 READER level, choose any 5 Hol e-books (full list at www.holartbooks.com/e) and a matching E-Book Shelf Surrogate print of 1. Cut and fold the print into a lifelike paperback book and bookmark for your shelves. No one will be the wiser!

At the $100 READER level, choose any 5 Hol e-books (full list at www.holartbooks.com/e) and a matching E-Book Shelf Surrogate print of 1. Cut and fold the print into a lifelike paperback book and bookmark for your shelves. No one will be the wiser!

And don't miss the rare opportunity to join a small group of us in an online workshop on making e-books at the MAKER level. Even better, be one of the first ones in the door and get individual feedback and help with your own publishing projects as you help us build ours at the COLLABORATOR level. A great investment for individual artists and small presses alike. See you there!

Interview with David Benqué – The Infinite Adventure Machine

The Infinite Adventure Machine (TIAM) is a proposal for a computer program which generates fairy-tale plots.
While fully automatic story generation remains an unsolved problem for computer science, this project explores the links between imagination and computation. Tales and myths; the core narratives of human culture, have been transmitted for generations through various technologies and media. What new forms might they take through digital formats and Artificial Intelligence?
Based on the work of Vladimir Propp, who reduced the structure of russian folk-tales to 31 basic functions, TIAM aims to question the limitations and implications of attempts at programming language and narrative.
Because the program is unable to deliver a finished story, rather only a crude synopsis and illustrations, users have to improvise, filling the gaps with their imagination and making up for the technology’s shortcomings.

TIAM was commissioned by:
Microsoft Research, Cambridge UK
Microsoft Office team
Design Interactions, Royal College of Art, London UK
as part of the Future of Writing project

In this interview David Benqué will talk about the project.

Institute of Network Cultures: Can you introduce yourself: your background and what you are doing now?

David: I’m a designer and I work in London. I received a BA in typography and graphic design, which I studied in the Netherlands. Then when I moved to London and did an MA in design interactions at the Royal College of Art which shifted my practice: I moved from a more traditional design to a practice where I look at the implications of science and technology, instead of their direct application. Right now my work consists of speculative projects where I work with scientists to try and think about scenarios of how technology and science impact our society and culture.

INC: Can you tell me about TIAM? How does it work?

D: TIAM – The Infinite Adventure Machine – is a computer program that tries to generate fairy tales, so it prompts the user with fragments of plot elements and some images, and basically the idea here is that the user has to improvise from these elements. As it turns out, computers are not able to generate stories, and this was the main issue that came out of the research I was doing, so the project turned into an improvisation tool.

INC: So does the user have to fill in the blanks of the story to complete it?

D: Yes, I guess it’s important to say that there is a timer, so there is pressure and the user has to make decisions quickly.

INC: Can you better explain the whole process? Do you visualize some parts of the story, some phrases, and then verbalize them?

D: Yeah, exactly. It’s based on a theory by a russian structuralist called Vladimir Propp who came up with a sort of DNA of fairy tales, he reduced the structure of russian fairy tales into 31 basic functions. For him that was a tool to analyse the tales, but for me it was a prefect opportunity to reverse it and to make a generator, since it was such a tightly structured system.

The Infinite Adventure Machine (prototype 01) from David Benqué on Vimeo.

INC: Can you describe the process that you followed to develop the concept and then the software?

D: I should first say that this project was initially commissioned as part of a bigger project, it was a collaboration between Microsoft Research in Cambridge and the RCA, the name of the project was “The Future of Writing”. Five designers including myself were asked to look at the concept of authorship and go beyond the “tablets vs. paper” debate that is so frequent nowadays, and  try to look at this topic in a more tangential way, pushing these ideas much further.

I started off with the TIAM project, having a strong interest in narrative. As a matter of fact it always plays an important role in my work, as does fiction. Fairy tales  are good examples because their functions are very identifiable, they address the transition from childhood to adulthood, and all of the psychological aspects that come into play.

So my question, when I started the collaboration, was if we could find a DNA for stories. Once you have this DNA, the set of parameters, it’s a short step to think of what you can do with it computationally and the potential to automate storytelling, which is such a core human activity.

That was the starting point and from there I came across the work of Vladimir Propp which was a perfect fit and I also looked at a lot of different attempts ranging from artificial intelligence experiments and how we engage with computers in general.

INC: Can we call TIAM a digital book?

D: I don’t know if we can call it a digital book.
I think that the underlying question was more about authorship and how it operates nowadays or how it will possibly operate in the future.

Another inspiration was a book by Neal Stephenson called “The Diamond Age”, a story about a nano-tech future where a sort of magical technological book educates a young girl. The book adapts to her experiences and teaches her the core values and lessons of life etc.

So I was quite interested in this idea of the book being a fluid and flexible device more than something set in stone, so I guess in that way TIAM could be called a digital book, but for me it is essentially a computer program.

INC: What have been the parameters, limits and rules in the design?

D: It’s a pretty simple program. The 31 functions identified by Propp are the core database of possibilities. The program runs through them and selects which ones it’s going to use and prompts the user with that.

There are two main rules: one is the function of linear progression, which starts at the top and ends at the end, and you can’t go back: for instance, things like “the hero leaves home” it’s a typical node in the scenario and happens near the beginning.

The second rule is that some functions are linked to each other so if there is a particular quest there has to be a resolution for that quest. For example, if there is a quest for a magical agent, that quest has to be solved – or not – and that happens later on in the plot structure. It’s the same with the departure: if there is departure, then there has to be a return.

But overall it’s a pretty simple set of rules, which is another reason that I was attracted to this particular theory, Propp's theory, as a basis for the project.

INC: How are the images generated in relation to the content? What do you think about this relationship?

D: The images are actually made by hand and it’s all pretty linear.
I wanted the program to reflect and in a certain sense criticize the way that a lot of these so-called “story generators” have been made: just taking pre-written bits of stories, shuffling them and selecting them in a random combination, which is not at all a story generator, it’s just a shuffle algorithm.
I intentionally made that tool so that the images, which are in 3D, always build themselves up, so it suggest that the computer is building them.

INC: Is there a particular way to deal with the content structure (for example, indexes, search options, different levels of visualization etc.)?

D: There is very little interface because I wanted to maintain that sense of mystery of what’s actually going on behind the scenes. So there are slight delays and other things that suggest that the computer is working, but in terms of input from the user it's basically only about starting and choosing the speed, there are no other options. This is intentional because I wanted the user to focus just on pressing start and then have to deal with whatever the program throws at them.

INC: Is it possible to create story in a collaborative way with TIAM? Does the application interact with other media platforms (for example, a web site, social media, etc.)?

D: In terms of collaboration I think the example video that is online shows it well: it was actually shot live, Matt and Tilly were actually collaborating and that became really interesting because they had to deal with each other as well as with the program. They were both steering the story in a certain way and had to make some decisions, interpreting the flow of elements while the other didn’t always agree, so there is also this kind of challenge, on top of the normal challenge of reacting to the program in time.

In terms of linking to social media there is nothing built into it at the moment and I don’t really see how that would add anything interesting, because it is really all about the live moment of the experience.

Is there a way for me to talk and create the story while the software types what I’m saying? Can I have, in addition to the live experience, a sort of output and then something like a recording of the story that I have created?

That’s a great question because for me it's the next step. I’ve been thinking about putting it online as a kind of web app but I don’t want to simply put the program online as it is, because I think that the most interesting thing are the actual stories that come out.

The way I’m working on it now, I think it has to be done with the audio, by recording what the user says and the output of the program at the same time, and then showing that as a record of a generated story.

Could it be something like a flow of information or a flowchart? So that if I say something, the application gives me some options to choose from. So that the software follows what I’m saying and there is something like a dialogue between what I’ve created and what I’m saying and what the software proposes to me.

Of course that is one way, but that would require artificial intelligence which doesn’t exist yet and is not likely to happen any time soon.

I rather think that the dialogue is between what computers throw at us, and how we make sense of that as humans. I’m not that interested in creating a feedback loop but more in finding a way of recording human response to this quite simple program and see which narratives come out of that.

INC: You've already told me about that in the previous question, but maybe you could add something if you’d like. What were your main goals in the beginning and did you reach all of them? Can you do a self-critique? What works and what does not?

D: As I’ve mentioned before, the project itself is actually a story about a computer program telling stories if that make sense. So the thing about having the users fill in the blanks and the computer not being able to finish the story is a failure that is used in the project to make a point. As I told you the only part that isn’t quite resolved yet is a way to build a library of these stories to possibly show them online, my idea is to open up a big catalogue of all the outcomes.

INC: Did you get positive feedback from the users? Did this feedback give you further inspiration to solve some of the project’s problems? Are you still working on it?

D: The project gathered a bit of attention online: it was blogged about a few times and it was shown in exhibitions as well. The feedback has been really positive and I think people really engaged with it and not just in a playful way, it really brought about some questions and conversations on the topic of generative narrative in the digital environment so I was really happy about that.
I'm still working on it and the next step will be setting up some workshops and finding a way to record these workshops and hopefully pushing the program online at some point.

INC: Now I have some more general questions: Do you see a narrative potential in all the software and social networks that we use to communicate? What do you think about Twitter as a narrative tool?

D: About the narrative potential I think Twitter is a good example, whereas with social media like Facebook the narratives are more like info dumps of people’s lives, like what you are doing for your holiday or what you are having for lunch, which is not necessary that interesting.

With Twitter some interesting things are happening at the moment. There are numbers of accounts that are re-exploring history, making historical re-enactments, for example, there is one for World War II.
I think these kinds of experiences can create an interesting dimension, combining both short bits of text and archive photos, so that you can be looking at Twitter and it’s like: “Oh! 70 years ago today this part of London was bombed” and you’re actually sitting on a bus near that neighbourhood.

I’m currently thinking of another project in that space of reverted narratives and historical re-enactments: it’s about telling a fictional story from the future, or a parallel world through Twitter, but I’m just at the starting point.

INC: What is the main difference between a book and an e-book? What about other digital editorial products (iPad applications, digital magazines, devices for reading in the web etc.)? What about calling them all “reading experiences”?

D: I’m not sure how useful it is to cling to the idea of the book, I mean, I’m not saying that books are disappearing, definitely they will be here forever in whichever form.

However I think the most interesting thing to notice here is that we are now writing and reading more than ever in our history, in a lot of different ways. This is interesting because it impacts the language that we are using, which is now evolving to fit these new modes of communication.

Furthermore, relating to the TIAM project, what I found interesting was that the notion of authorship in the digital environment is changing, for example with things like video games. What actually gets created is a set of rules for the people to play with in a non-linear way, as opposed to the notion of crafting a narrative which is linear, with a beginning, a middle and an end.

I think this is an interesting development and something to really observe, and maybe here is where the biggest difference in reading experience that you've been talking about is, because we are actually creating something which is again a set, more a defined territory rather than a line. During the research I did for the project, this was one of the most interesting findings.

INC: What do you think about the obsolescence of the digital world?

D: What I find interesting is all the stories, myths and core narratives that have been around for thousands of years, whether it’s the creation of the world or all the typical archetypes of characters that come up even in Hollywood movies, I think these will stay.

So yes, it’s a more ephemeral medium, but I also think that we’ve always told stories with such mediums. With oral storytelling for example, things are over as soon as you say them, there is no exact record but in any case, it was the vehicle for all of these stories to travel through the centuries. I think that maybe we are actually coming back to that in a sense.

Turning this around, now everything is also constantly archived, so the problem is more about limiting than about keeping and recording, or in making sense of a huge number of archives where every photo or every line of Tweets get recorded: how to make sense of all this information?

INC: We are living in the era of the dissemination of information. Do you think we are lacking concentration?

D: In many ways we are shifting into an environment in which skill isn’t about  having knowledge but about finding knowledge, but I don’t see this as a bad thing. Obviously there is an ever increasing number of situations in which different things want your attention and you’re just jumping all over, never diving into anything with any depth.

There is an interesting cycle where technologies are used to solve the problems they themselves have created. So now some people are making apps that cut off Internet access or allow you to concentrate. Probably because to get anything done in your life you have to learn to be able to shut up the Internet access sometimes.

INC: Can art and design practices make a contribution to the development of proper structures, models and even technological devices for digital publishing, and if so, how?

D: I’ve studied typography so I’m quite aware of the history of design enabling the publishing of books and I'm sure this will continue in the digital space.

I think there is also a space for design to be used as a tool for exploration and critique of what we want to make of technology and the possible ways that we could use it. In these stories, scenarios or ideas, design is used as a medium to reflect critically on technology, instead of just a way to make products.

This is maybe not so much about digital publishing but rather as a way to engage with technology in general. I think this is also a role that designers can have, and for me that’s a way to contribute to digital culture and knowledge.

Interview with Anna and Britt – Visual Editions, London

"Visual Editions, nicknamed VE, is a London-based book publisher, started in early 2009 by Anna and Britt. The idea for VE comes from our joint love of books and a (mischievous) desire to do things differently, so that everything we do translates into a new experience for our readers, and for all the writers and designers we work with. What we do is make sure we turn all that love and mischief into beautifully, lovingly, wonderfully written and crafted books." (From VE website).

Institute of Network Cultures: Can you introduce yourself and your work?

Britt: The first thing to say is that we are not book designers, we work with many book designers but we don’t design the books ourselves, we publish them.

Anna: We are Anna and Britt. We started Visual Editions about 2 years ago. All the books that we publish – which are both physical and digital – are based around this idea of visual writing, which really ties together everything we do. The core feature of visual writing is looking at writing that uses visuals as a key part of the storytelling.
So everything that we make, or produce rests on this idea of great looking stories, which is our line, but also a different reading experience and way of writing, as well as a different way of making books and of telling stories.
Read More »

Interview with Waldemar Węgrzyn – Elektrobiblioteka

Institute of Network Cultures: Can you introduce yourself: your background and what you are doing now?

Waldemar: My name is Waldemar Węgrzyn and I’m a graphic designer from Katowice, Poland. This year I graduated from the Academy of Fine Arts of Katowice in the department of design. My fields of interest are book design, typography and also multimedia experiments with interfaces.

Now I’m just trying to start a start-up, that may be ready to be launched in January, connected with book design and graphic design with additional experiments such as the Electrolibrary project.

INC: Can you tell me about the Elektrobiblioteka? How does it work?

W: The Electrolibrary is my diploma project that I completed in the Academy of Fine Arts of Katowice. It’s like a mix of the traditional paper book and a digital interface. It’s a book that can be connected to the computer by a USB cable. By turning pages, the user can navigate the project’s web site, http://www.elektrobiblioteka.net/
While reading, the user gets access to additional information such as quotations, hyperlinks or Youtube movies - things that couldn’t be inside a traditional book.

Elektrobiblioteka / Electrolibrary from waldek wegrzyn on Vimeo.

The title of the project is a reference to the El Lissitzky manifesto “Topography of typography”. It seems that in the 1920s El Lissitzky made predictions that electronic libraries would replace the traditional paper ones. The contents of the book are actually my diploma thesis regarding the book as a kind of interface. Unfortunately for now it’s only available in Polish but maybe I will translate it into English.
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Interview with Anthon Astrom (The Café Society – Astrom / Zimmer) – Lines, Interacting with an idea

The Café Society Project was initiated in 2007 by Astrom / Zimmer and collaborators.
Anthon Astrom and Lukas Zimmer run shop out of the Woods (Zürich).

Through The Café Society Project they investigate frameworks —rulesets— based on how reading, writing and organisation of textual information could work differently.
“We are convinced, that as our reading habits change, so must our writing habits and the way we communicate, and ultimately the way we think. Authoring is blurring with curating, and the expression of the in-between gains importance over content.”

Astrom / Zimmer is the driving force behind the Café Society: Anthon Astrom, autodidact coder, have worked as an Adobe professional trainer, conceptual arts teacher, and countryside mailman; Lukas Zimmer, eminent research fellow and graphic designer for both print and screen with a taste for all weather visualisations. Both Rietveld Academy graduates. Anthon and Lukas found in the Café Society Projects their ideal workout vessel, where they experiment with issues that would be hard to implement 1:1 in the commercial world. Some Ideas, visual solutions or small interactive tweaks discovered on the journeys of the Café Society Projects, they bring along to the Astrom / Zimmer practice, where they influence work they do for their clients.

Institute of Network Cultures: Can you introduce yourself: your background and what are you doing now?

Anthon: I'm a Swedish expatriate, based in Zürich (CH) after years of jumping around. I studied natural sciences in Sweden, conceptual arts in Amsterdam (NL) and data visualisation in Lucerne (CH). I worked as a freelance developer, teacher and digital workflow trainer for several years, before finally settling in Switzerland, and starting design studio Astrom / Zimmer together with my colleague Lukas Zimmer. In the fringes of our applied design work, we run the Café Society project – a sandbox for new ideas and projects that don't fit in the usual tracks. Such as Lines.

INC: Can you tell me about Lines? How does it work?

A: Lines is a digital writing environment, based on annotation. It inherits from the idea that everything we write is a comment on something else. The initial idea was to create a space for authors to create texts in a way that reflects new reading habits online – targeted, fragmented search-and-find – and still maintain a stringency in argument. It’s free writing and reading, but with context. Picture yourself googling for information, finding an article that suits you, and reading the paragraph of that article that contains your keywords. Very often you discard the rest of the article – the before and after – and even more often you don’t go very far in trying to find out where the arguments presented in that article actually came from. Lines tries to rectify that, by forcing a strict developmental writing approach (annotations on annotations) and presenting that whole development to the reader.

Lines Intro (ext. play) from Astrom / Zimmer on Vimeo.
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Interview with Monika Parrinder – Limited Language

Monika Parrinder is a lecturer and writer who specialises in the history of design and visual communication. She teaches at the RCA and at the London College of Communication. She has recently co-authored Limited Language: Rewriting Design – Responding to a Feedback Culture (Birkhäuser, 2010).

Monika Parrinder is co-founder, with Colin Davies, of Limited Language. This is a web-platform for the generation of writing and discussion about visual and sonic culture. This writing is manifest across both web and print media: on the web, through Limitedlanguage.org, Twitter and Facebook; and in print, in magazine articles for Eye, Blueprint, Print, ID etc. and in the recent book, Limited Language: Rewriting Design – Responding to a Feedback Culture. This book explores how a book might provide a cross-platform, feedback loop.

Limited Language is interested in the way in which processes from within visual culture – a culture of recycling, ‘mash-ups’, collaborative and hybrid media practices – can inform writing on design. Also, how one can engage with digital technology as a creative catalyst.

This interview was made by Skype on the 11th of December.

Institute of Network Cultures: Can you introduce yourself and your work?
Can you tell me something about “Limited Language”?

Monika Parrinder: I’m Monika Parrinder; I’m a writer and lecturer in design history, theory and visual communication. In 2004, Colin Davies and I co-founded a collaborative writing project called Limited Language.

Limited Language is a platform for generating discussion and writing about design and visual communication, we are interested in capturing the processes of design culture and using them to inform the way that we write about design.

So a key part of what we do is writing across hybrid media platforms and in collaboration with others – which allows for instant feedback between users practices. We call this writing in a feedback culture. This process informed our 2010 book, “Limited Language: Rewriting Design – Responding to a Feedback Culture”. The idea there was to look at how a book could provide a feedback loop between different media cultures and platforms. If I was to summarize our driving interest, it is in ‘process’, technology as a creative catalyst and the role of community.

INC: What is the main difference between a book and an e-book?
What about other digital editorial products (iPad applications, digital magazines, devices for reading on the web etc.)? Would you call all these products “reading experiences”?

MP: For us the main difference between a book and an e-book is that the traditional book is a ‘bounded’ object and, whilst the e-book, and other digital/editorial products, are ‘unbound’. What I mean by that is that the e-book is part of a networked environment – with an ecology of readers, texts and other authors. In this sense the e-book is a process – a work in progress.

The writer Annamaria Carusi refers to all these formats as having opened up new “reading spaces” – which includes thinking about the different reading experiences people have when engaging with each. It’s something that Limited Language try to explore in our work, but also in terms of different “writing spaces” and experiences.

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Incongruous Counterparts: On the many lives of Independent Publishing @ Kunstvlaai 2012

Wednesday 28 November, 16:00 – 17:30 / Print Room studio in Sint Nicolaas Lyceum, Amsterdam.
Kunstvlaai 2012, INexactly THIS

Round table about independent publishing in the field of visual arts.
Participants: Karin de Jong (Print Room), Paul Gangloff (artist and graphic designer), Freek Lomme (Onomatopee).

In the realm of artist-designer collaborations, typography and DIY printing, the Dutch arts scene has maintained an innovative position. Publishing is not just a crucial ingredient of several independent arts organisations, it is the very means of circulating artists’ praxis. Through this conversation we invite festival participants to share their approach and methodologies in publishing as dynamic socio-cultural practices.

Some of the issues that have been discussed: how to be independent in publishing; knowledge production in the age of recession; publishing as a kind of activism; lack of concentration and dissemination of information in the internet; oversaturation and how to make the audience active; digital shift in publishing.

You can watch the entire lecture in the following 8 videos.

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Interview with Lars Böhm – Uncovered magazine

Lars Böhm is one of the students of the MediaLAB of HvA who were involved since the beginning of 2012 in the project called "The Future of Publishing". In this interview he will tell about his experience with digital magazine.

This interview was made on November the 27th in the HvA building in Rhijnspoorplein in Amsterdam.

Institute of Network Cultures: Can you make a small presentation about yourself? What kind of projects have you done during your work experience and during your studies? In which ways are you involved in publishing and how did you first develop an interest in it?

Lars: In my most recent project, ‘The Future of Publishing’, myself and a team of other people, at the MediaLAB of HvA Amsterdam, developed a digital magazine called ‘Uncovered’. Uncovered was designed to enable journalism masters students at the University of Amsterdam to publish long form journalistic articles on tablet computers.

Prior to this, I completed a 6 month internship at Filosofie Magazine, where I managed the magazine’s digital platform, social media, website etc. whilst also researching and writing short articles for the print magazine.
However, most of my previous projects involved designing and creating applications. During my degree, I focused specifically on designing applications for mobile devices and producing prototypes but MediaLAB finally gave me the opportunity to turn my ideas into a working product.

I’ve always loved books and magazines, but I didn’t come in contact with the publishing industry until my internship at Filosofie Magazine. Before that, I took a minor in Practical Philosophy because I wanted to explore this subject in more depth.
During my time at Filosofie Magazine I became intrigued by how rapidly the publishing industry was changing The company was struggling with the question of how to keep up with digital ways of publishing. So naturally I spent a lot of time thinking about that question: what is the role of a publisher in the new and expanding digital environment?



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Teach me how to make a book! – Education in graphic design and visual art in the age of digital publishing

Digital technologies in education - In recent years there has been a great increase in the interest in how digital technologies in the field of education and academic research can be such a useful tool and also a crucial way of testing the educational practice itself. The development of these technologies has been pushed through with the contribution of many different disciplines. The tools that have already been developed, and the potential of all the new devices, could be of great value to add to educational activity in every field and also an opportunity to rethink the ways in which to produce and share knowledge. Of course it is still an ongoing process, but some goals have been achieved, concerning digital publishing for educational purposes.
Both the conferences that INC has organized in the past years, Unbound book 2011 and Boek uit de band 2012, have treated this issue in a very complete way (for example, the conference session called “E-readers in Dutch Education” moderated by Joost Kircz) and the e-Learning research field is one of the most innovative and lively at this moment.
We are talking about digital tools and digital publishing for education and academic research.
What is the role of visual arts and design in these fields? And what about design and arts educational programs in the digital age?

Education for publishing - What I find curious is that we are actually living in the upcoming era of self publishing, in which it seems that the problem is only about giving the tools to enable the process and then things, like the making of a book or a magazine, can be easily done by anybody – with all the debate generated about the increase in knowledge production due to instant on demand replication. This is, in my opinion, exactly the burning question:
What could be the meaning of a publishing class in the age of DIY practices?
Related to book design, what is the role of the teacher now that he/she has lost the complete authority and expertise on the subject, because digital publishing is a field that hasn’t been fixed in specific features yet?
Is it right to start seeing teachers and students in a different and more collaborative hierarchy? Read More »