Impulse #8 – Trust the process, I guess?

This final impulse isn’t really about one single event but more about my next steps and some reminders for myself, that hopefully help me shape my thesis, since I am kind of lost at the moment.

Instead of moving forward with my thesis I find myself circling, questioning and mostly doubting my current direction. It feels uncomfortable, but maybe this phase is necessary for the whole process, since everyone always says “the journey is the reward”. Up until now I tried to define what my thesis should be, what the outcome should look like and what form it should take, and how can I justify or measure it. I realized the more and harder I tried to answer all of these questions the more pressured I felt. Also, I realized that defining the workpiece kind of in the beginning, blocked me even more because I felt like I already defined a way and I can’t move away from it. Rationally, I know that I can always change the direction, but somehow, I still feel stuck at the moment.

Since I am not 100% happy with my current direction, my next step is a step back. I think I need to go back to a more open and exploratory phase. The process doesn’t need to be linear, and I want to allow myself to also move sidewards not only forwards. I want to explore different topics, topics that I truly care about. But I want to explore them without immediately trying to turn them into a solution asking myself if this would be a good thesis. I want to ask myself more open questions: What excites me? What makes me curious? What topics do I come back to? I think this next phase should be less about creating and more about researching through reading, watching, observing and experimenting and see what resonates with me. I want to spend time writing down thoughts, questions, references or any ideas that come to my mind, without the pressure of turning it into a concept right away.

I need to remind myself that I don’t need to have all the answers right away. For someone who loves to have a clear goal and all the steps that lead me to reach this goal, this feels very unnatural and hard, but maybe this is exactly what I need right now. I need to trust the process and accept uncertainty as part of it. Additionally, going back doesn’t mean going back to zero. The impulses from the past weeks aren’t wasted, they formed a good foundation I can build on if I want to. Now that I finished all my courses, I finally have more time and mental space to really take a step back and sit with some ideas longer, sketch, reflect and finding out what I really want to do. Maybe I just need to narrow down my current idea or maybe I need to go into a completely different direction, but anyways I think my goal right now is to be curious, to explore, to ask questions instead of searching for the perfect thesis.

AI was used to check spelling and grammar.

Impulse #7 – Talk, Talk, Talk

As written in my last blog post, unfortunately I feel kind of lost and stuck about my master’s thesis at the moment. However, this week I had three different talks about my master thesis, which helped me a bit to gather my thoughts.

My struggles right now

The main topic of my thesis is the impact of productivity and perfection pressure on creative work nowadays. The reasons why I am unsure about the topic are that [a] creativity is a very broad and sometimes hard-to-grasp topic, [b] there are already quite a lot of theses about creativity, and it might be hard to create a strong and unique selling point and [c] I am worried about whether there is a scientific way to really measure creativity. Especially in my case where I want people to interact with the creative webspace and then reflect on their emotional response afterwards and this feels rather vague right now. To prove or disapprove a thesis it is of course important to be able to measure something.

In addition, there is also the realization that I don’t want to create something only digital.

Final Crit with Horst Hörtner

Horst Hörtner is expert in human computer interaction and managing director of the Ars Electronica Futurelab which is known as one of the most important institutions in interaction design on the edges of digital media, design, art, science, industry, society.

The talk was not just about the master thesis itself, but in general about us, our projects and skills and where we want to head in the future. I told him about my master’s thesis idea and about the struggles I am currently facing. He also agreed that in my case only building something digital, which should help creatives in a time of creative blocks, might not be the best solution. We talked a bit more about my general research interests, such as mental health, social issues, feminism and tangible interfaces. He said this is already a good starting point and even though I feel unsure about my thesis right now they resonate with my current topic.

He gave me the advice to deeply dive into topics I am genuinely interested in and to think about what visions I have for my future self, this will help me find a clearer direction. Additionally, he said that, even though he knows it is hard, it is important to engage with the theme, see where the research leads me, and then, in the best-case scenario, a workpiece will emerge from this process.

Final Crit with Martin Kaltenbrunner

Mr. Kaltenbrunner is professor at the Institute of Media Studies / Interface Culture at the University of Art and Design in Linz, head of the Tangible Music Lab, expert in human computer interaction and co-inventor of the Reactivision framework.

Mr. Kaltenbrunner gave me valuable feedback on both my approach and the overall direction of my thesis. I explained my idea of creating a digital, interactive playground as a counter act to productivity culture in creative environments. The webspace intended to support creatives during times of creative blocks. He pointed out that, despite the playful intention, it still would function as a tool designed to increase productivity, since its goal is to generate more creativity. To be honest I never thought about it this way, but he was right. This underlying logic contradicts with what I actually want to explore and question in my thesis.

He told me about the exhibition Unuselessness – The Useful Useless they did at University of Arts and Design Linz. The exhibition explored the contradiction between art and usefulness and the growing expectation that art, design and technology always must be useful or efficient. While researching for the exhibition, they came across Chindogu – the Japanese art of “useless inventions”. He advised me to read up on this topic and narrow down my topic as it currently seems a bit too broad.

https://www.kunstuni-linz.at/archiv/detail/unuselessness-the-useful-useless

Talk with Ursula Lagger

Yesterday I also had a conversation with Ursula Lagger about my master’s thesis and my exposé. She advised me to create a pro-and-contra list if I feel unsure about my topic and to write down everything that comes to my mind about it. When I told her that I might want to explore different topics, she encouraged me to think about the graduation itself and what I want to present to my family, something I feel proud and happy about it, as this might help me to find a topic I truly want to write about.

These three conversations all gave me different perspectives, insights and impulses to move forward. Even though it feels frustrating to realize that I might need/want to rethink or even start over, the conversations felt encouraging.

AI was used to check spelling and grammar.

Impulse #6 – Overlays Exhibition

It’s crazy that our Overlays Exhibition has already been over since Tuesday, but since then I’ve had some time to review the whole process and the exhibition itself.

I was part of the speaker team, so in addition to planning and implementing my own projects that were exhibited as well as the Portfolio Machine, we also had to coordinate the entire exhibition itself and keep track of the organization. That was often not easy and involved a lot of stress and long nights. But I think the effort and stress paid off, because it was a successful exhibition with a lot of positive feedback. I learned so much about teamwork, project management and exhibition design, and I am sure this will help me in my future career. During this whole process I also realized that organizing exhibitions is something I really enjoy. However, most importunately this whole exhibition and its process gave me some new impulses and directions for what I want to do in my master’s thesis.

I was part of three projects that were exhibited: The Poisonous Twin (game), BÖRG (interactive projection mapping) and the Portfolio Machine. Looking back at these projects, I realized all of them had a strong haptic interface and where not just another only screen-based experience. And I think this is the main reason why I enjoyed working on them so much. I’m a crafty person and I like to work with my hands and that is exactly what we did in all of these three projects: from cutting, painting, building a mountain out of Styrofoam and then cover it with papier-mâché, building little mushrooms out of fimo, soldering, printing cd covers to 3D-printing our cd player for the Portfolio Machine. The combination of working analog and digital is what I enjoy the most, especially in a time where we are staring at our screens too much anyways. And I think not every idea needs to live exclusively on one.

My initial idea for my master’s thesis was to create a digital webspace/creative playground for low-pressure and non-goal-oriented creativity. However, after experiencing my projects in a physical exhibition, I realized that creating just another webspace/digital environment might not be exactly what I want to do. Or at least it should not be the only part of my workpiece. I am interested in finding a way to combine digital and analog elements for my project, because I think it is quite nice to hold something physical in your hands after working on a project for such long time.

Even though this might take me back few steps in my thesis process, it is important to me to rethink my workpiece and approach. Right now, I feel kind of unhappy and unsure about my idea and project. And I guess already starting with this feeling might not be the best starting point for my master’s thesis. My next step is a step back; to brainstorm again about the direction of my thesis. I think it is necessary now because I want to be excited and confident about my master’s thesis.

AI was used to check spelling and grammar.

Impulse #5 – Talk with Birgit

Before the break I met with Birgit to talk about my master’s thesis. I had a rough idea what I want to do for my thesis since end of November, but nothing really concrete yet. To be honest I also had some doubts about the topic every other day if this is really what I want to do. I thought a lot about the topic and the project, brainstormed, researched but somehow, I circled around the same project ideas over and over again. While this is probably a normal part of the process, I still felt stuck. So, the meeting with Birgit came at a very good time for me, since I wanted to move forward with my idea and get more concrete.

One thing that felt quite clear to me already was the general direction for my thesis. I want to design something that embraces low-pressure creativity, fun, a bit of uselessness, and something whimsical. I feel like we are missing all of these sometimes during our everyday life as creatives. I see this as a counter to the productivity- and hustle-culture we are currently live in. It feels like everything needs to be useful, perfect and efficient. With my thesis I want to explore the opposite: creating a space where people can simply enjoy the act of creating without goals, pressure and expectations.

However, my intention felt clear, I struggle with what the creative space/playground could be. What should be on the website? What do people do there? How does it look like? After pitching her my idea she gave me a historical context I didn’t think of yet. She told me about a the time where the internet was full of so-called “useless” or one-purpose websites, especially during the time of Flash websites. These sites didn’t try to solve a problem or be efficient; they simply existed for fun, surprise and a little confuse.

One example she showed me was the, back in the days very famous, Hamster Dance Website (http://www.hamsterdance.org/hamsterdance/). The website doesn’t really do any useful it is basically just a loop of animations of a hamster with music (unfortunately the sound somehow doesn’t work, but the version Birgit showed me had sound). There is no goal, it doesn’t lead to anything and there is no productivity value and yet it is very joyful and funny. This reminded me that the internet hasn’t always been about optimization, metrics and productivity. It was playful, strange and delightfully pointless. So, I am going to take a deeper look at the history of websites and what was already out there.

Another aspect Birgit told me I should consider is the time factor. She suggested that the webspace or the content of it should not be available all the time. Instead of it being constantly available, it should be available only temporarily, for example 24 hours, before disappearing or changing into something else. That is the same concept as BeReal follows, people can take a snapshot of what they are doing now, once every 24 hours. This limitation creates presence and urgency, but without the pressure to be perfect. This temporal aspect could reinforce the idea of low-pressure creativity: you show up, you play, you create and then it’s gone. You create just in the moment, there is no way to iterate, optimize or monetize.

Even though I still don’t have an exact idea of what the webspace should be like, the talk with Birgit gave me new insights and impulses for the next steps.

AI was used to check spelling and grammar and better clarity.

Impulse #4 – Wreck this journal

Early this week I found myself procrastinating again and I stumbled upon a book I got for Christmas some years ago: Wreck this Journal by Keri Smith. The author stated in her acknowledgment that this book is dedicated to perfectionists all over the world; and I totally understand why. I would say I am a perfectionist myself and to be honest the idea of “destroying” a totally new book made me feel a bit unwell, but I guess that’s where real creativity and inspiration start, outside of your comfort and what you know.

This book has around 220 pages, where each page is a creative prompt, an invitation to mess around, destroy, let loose and have fun, it feels like a permission to play. I journaled a lot in my teenage years and I wanted everything to be perfect especially the first few pages. One of the first prompts was to “spill coffee on this page”. It took me some time to really bring myself to do it, knowing that the coffee will not just spill on this page, but also the rest of the book. I was stressed to be honest. But while doing it, felt quite freeing and fun. I mean there are still some pages, where I am having a hard time doing them, but I guess this is just a process. I am so used to try to make everything perfect and shiny. Every project needs to be efficient and optimized and there is no room for mistakes or failure. So maybe with every page I give myself the permission to just have fun.

I think this book is in a strong relation with the “Do First, Think Later” idea I wrote about in my last blog. The prompts are weird and illogical, like taking the journal to the shower, but it helps to start creating on an impulse without planning it too much. It’s all about just start doing it, get messy and see where the chaos leads. This book forces you to start with your gut instead of overthinking it with your head.

There are also a lot of pages where you need to destroy the page like it ripping it apart, crumbling it up or cutting into several pages. The good thing about having to destroy things is that you basically can’t fail. This removes all the pressure, self-judgement and need for perfectionisms. It’s all about the activity itself rather than the outcome. It’s all about fun and having a good time, embracing the imperfection.

Another important aspect of the book is, that they work with creative constraints like draw the page with glue. Instead of having infinite choices of a blank canvas you can get a silly prompt that forces you to get creative within a given limit or constraint. I think having a clear prompt can prevent the paralysis of endless choices that sometimes block the creativity.

Even though this is an analog book, which gives more ideas to get chaotic, messy and imperfect than a website, but I think the core ideas can be translated into the digital creative playground, and I think this webspace should exactly be a place for creatives to just let go, get chaotic, mess around. It should be a place where not everything needs to be perfect, it should be a place to just have fun and be creative.

AI was used to check spelling and grammar and better clarity.

Impulse #3 – Die Kreativmaschine

Two weeks ago, we had a class with Konrad Baumann where he brought some of his books. This big yellow book caught called “Nea Machina. Die Kreativmaschine” caught my attention. At this time, the idea for my Master’s Thesis slowly starting to grow, focusing on creativity. So, I was very curious about what the “Kreativmaschine” could be.

source: https://www.poschauko.de/neamachina/

The book is a work of Thomas and Martin Poschauko, two multidisciplinary creative professionals whose work goes from fine art, design, creativity research and academic teaching. It is based on an experiment they did: They wanted to see how many different art pieces they could create within four months. The core constraint or template was that each art piece had to be a portrait with the title “Nea Machina”. In those four months they created 1000 different variants. The book showcases the results of the experiment. However, while working on the variations they started to analyze their work and also the process, which led them to their own creative methodology: Die Kreativmaschine. Therefore, the book not only displays their work, but also gives an insight into the theoretical essence and principles.

The core idea of the Kreativmaschine

The Kreativmaschine consists of four components: head, gut, hand and computer. Those four elements are further separated into two different levels:

  • Idea Level: Head and Gut
  • Tool Level: Hand and Computer
source: https://www.poschauko.de/neamachina/

The idea level represents the origin of an idea, which is essential for any creative work. It addresses the question: “From which inner drive does design emerge?”
* The head refers to a planned, conceptual approach that relies on clear structures of thought. Logic plays an important role here.
* The gut, by contrast, is emotional and non-rational. It involves intuitive action and is associated with playful, unsystematic, and not immediately logical approaches.

The tool level describes the technical realization of an idea.
* The hand stands for all manual techniques, such as painting or constructing installations – anything that involves real, physical materials.
* The computer, on the other hand, represents digital design carried out on the computer using graphic software.

The authors shared their observation: they realized that every time they created a variation on the computer, their next inspiring idea involved creating something by hand. They stated that the rotation of the four elements in both levels is what kept them going and gave them inspiration for the next variation that kept the whole experiment running.

While the Kreativmaschine is the central concept of the book, they also cover several other core topics:
* Independence from the computer
* Letting go of control leads to higher quality
* Escape the everyday
* Do first – think later
* The good feeling as a creative force
* Artist or designer
* The special tool “hand”
* Free perception

This book, and specially the concept of the Kreativmaschine provide a good theoretical framework for my Master’s Thesis on encouraging playful, low-pressure creativity as counter to productivity culture.

One thing that stuck with me was the core topic “Do first – think later”, because I feel like we are so used to the opposite. We think before we do, we want to plan everything before we start to be as efficient as possible when working on the project. I think it is generally a good approach in life, but maybe not always the best approach for creative projects. The authors said that sometimes the good ideas come from just starting and seeing where it leads you. So, starting with your gut instead of with your head. The book shows that spontaneous, non-rational and imperfection can be the key to breaking creative blocks and foster real inspiration.

Link to their website:
https://www.poschauko.de/neamachina

AI was used to check spelling and grammar and better clarity.

Impulse #2 – Finding Inspiration and Ideas

Yesterday I had a big block trying to find an idea for my next assignment. Honestly, I felt quite lost. I was sitting at my desk, just staring at my laptop and got more frustrated every minute. My brain felt completely blank and I was starting to get angry at myself, because I felt I was wasting so much time especially since I had plans to meet a friend later. I could feel how the pressure of “I need to get an idea now” totally blocked all my creativity.

I almost canceled on my friend, but then I thought maybe it is a good idea to step back from the project for a while, since I was already frustrated anyway. I am happy I did it. At my friends’ place I told her about the struggles, and she asked me a bunch of questions about what project and what I need to do. This already helped me to start getting some initial ideas.

At some point of the conversation, she stood up and grabbed a graphic design book. I was a bit confused at the beginning because the book was mostly filled with posters and logos from throughout the years and this was not really my assignment topic. But she told me whenever she feels stuck with a project, she looks into the book to get some fresh inspiration.

She gave me a little challenge:

  1. Pick a random page for the aesthetic.
  2. Pick a random page for the theme/topic.
  3. Pick a random page for the character or the main element.


It was really fun flipping through the book and finding inspiration in things where I wouldn’t normally look. I arrived at her place with zero ideas and two hours later I left with a brain filed with new ideas and inspiration. Just by talking to her and flipping through that book.

What I take away from this evening

It showed me once again, that when I want to work on a creative project, I can’t just sit in front of my laptop and wait for the perfect idea to just pop into my head. It just doesn’t work for me to force creativity on the spot especially while being in the same environment all the time.

In addition, I realized that I sometimes rely too much on inspiration from digital tools like Pinterest, but it only shows you things based on what you like, so honestly there is no new input that challenges your thinking.

Two reminders for my future creative blocks:

* Inspiration can be everywhere and sometimes it is better to close the laptop and to look for inspiration in the real world. Looking at a random book, observing the surroundings or just talking to someone who might give me a random starting point I need to get moving.

* Taking a break, especially if I am already frustrated, can be very helpful. Even if it’s just for an hour. It can help to get some new and fresh ideas.

So, don’t get stuck in front of the laptop. Change the environment and start with a random input to see where it leads you.

And shoutout to Stefi <3

AI was used to check spelling and grammar and better clarity.

Impulse #1 – CoSA

Last week I visited CoSA – Center of Science Activites in Graz. CoSA offers twelve different areas, where visitors can explore technical and scientific relations and phenomena in a hands-on way. Instead of a strict and typical ‘do not touch’ they follow the rule of ‘please touch’, encouraging a playful discovery. I visited three of the areas: The Experimentarium, The MedLab and Technology.

The Experimentarium is a playful, curiosity-driven space full of scientific phenomena and hands-on surprises. Introductions and exhibits were hidden, and you needed to find the tiny drawers and covered elements spread throughout the room. The space felt like a playground and as a visitor you got invited to poke around, test things, explore and discover at your own pace.

In the MedLab you could discover the world of medical research. You could slip into the shoe of a medical professional, either as a doctor or a lab technician. There were three patients that needed to be examined, and you could even take a blood sample with real liquid in the syringe. The blood sample needed to be analyzed in the lab to find out the correct diagnosis, which made the experiment surprisingly realistic.

In the Technology Area focused engineering and mobility. You could build your own vehicle by selecting the different components needed for a car. For each component there were even different options to use, like a diesel engine, gasoline engine or electric motor. Once the car was assembled, you can test it in a racing simulation and fine-tune it based on the performance. It was a fun and very interactive way to learn about something complex as a vehicle.

I completely lost track of time during my visit and felt totally immersed in the exhibition. I was genuinely fun. When I reflected on why I enjoyed the exhibition so much, I realized it gives visitor a place to experiment, explore, and play. I felt a bit like a curious kid again.

And that feeling connects to what I want to research about in my master thesis: how interaction design can foster playful, imperfect and low-pressure creativity. We live in a world which pushes us towards productivity, efficiency and optimization and I think we all forgot how it feels to simply just mess around and play without expecting a result. As children playing was our way of learning, discovering new things and processing our environment and I think unfortunately we lost that as adults.

And maybe that is what we should bring that back in our lives. Play more, experiment more and just try things, without judgment and without pressure. This is where the idea for my project is coming from: I want to create an interactive web playground for creatives. A digital space where the goal is not to produce something ‘useful’, but to create something without pressure, where we can set our perfectionism aside and simply create something for the joy of creating.

So, I think this is a reminder for myself, that play isn’t a distraction of creative work, maybe it is a form of creative work; and the kind that brings back energy, curiosity, and inspiration.

AI was used to check spelling and grammar and better clarity.

Proseminar TASK III – Evaluation of master’s thesis

Tiel: Zufall und Design
Autor: Martin Naumann
Veröffentlichung: 2023
Universität: Hochschule Anhalt
Studiengang: Intermediales Design

Die Masterarbeit “Zufall und Design” untersucht das Phänomen des Zufalls und seine Bedeutung für Design. Im theoretischen Teil setzt sich der Autor mit wissenschaftlichen Bereichen auseinander in denen Zufall ein Teil der Forschung ist. Für das Werkstück arbeitet der Autor mit Zufallsgeneratoren, generativer Software sowie künstlicher Intelligenz. Die daraus entstandenen Werke werden in einer Ausstellung gezeigt. Die Werke umfassen interaktive Installationen, literarische Werke sowie Produkt-Prototypen. Ziel der Arbeit ist es, ein besseres Verständnis für Zufall zu entwickeln und wie es im Design eingesetzt werden kann.

Gesamtqualität der Präsentation
Die Arbeit ist sehr umfangreich, detailliert und sorgfältig gestaltet. Die klare Gliederung ermöglicht eine gute Orientierung. Das Thema Zufall wurde auch direkt in dem Design der Arbeit aufgegriffen, was natürlich einerseits die Arbeit unterstreicht, aber an manchen Stellen zu Schwierigkeiten der Lesbarkeit führt.

Grad der Innovation
Die Arbeit zeichnet sich durch einen hohen Grad an Originalität aus, insbesondere durch die Untersuchung von Zufall aus naturwissenschaftlichen, psychologischen und philosophischen Kontexten und deren Verbindung mit kreativen Designprozessen. Die Ausstellung umfasst außerdem diverse Exponate, bei denen mit verschiedenen Medien gearbeitet wurde, um das Thema Zufall hier nochmal aus verschiedenen Perspektiven zu betrachten.

Selbstständigkeit
Die Arbeit zeigt eine hohe Selbstständigkeit. Die umfangreiche Literaturrecherche zu Beginn verbindet verschiedene Disziplinen und werden eigenständig interpretiert. Die praktische Umsetzung zeigt eigenständige konzeptionelle Entscheidungen und Ideen. Die eigene Vorgehensweise wird mit Grafiken und Reflektionen gut dokumentiert.

Organisation und Struktur
Die Gliederung ist logisch und nachvollziehbar: Einleitung, theoretische Grundlagen, Erkenntnisse, Methoden, Designprozess, Designlösung und Reflexion. Man kann als Leser einen klaren roten Faden verfolgen es wird klar dargestellt, wie die theoretische Grundlage im praktischen Teil angewendet wird.

Kommunikation
Der Text ist klar formuliert mit einem wissenschaftlichen, aber gut zugänglichen Stil. Fachbegriffe werden verständlich erklärt, und komplexe Inhalte mit klaren und einfachen Grafiken dargestellt.

Umfang
Die Arbeit ist sehr umfangreich. Es wird sowohl theoretisch als auch praktisch tiefgehend auf das Thema Zufall eingegangen.

Genauigkeit und Aufmerksamkeit zum Detail
Sprachlich und formell ist der Arbeit sehr sorgfältig verfasst. Der Autor verwendet in der Arbeit Fußnoten, aber die Kurzbelege auf den jeweiligen Seiten fehlen. Er verweist lediglich im Literaturverzeichnis auf die verwendete Quelle.

Literatur
Grundsätzlich ist es gut, dass Quellen aus verschiedenen Disziplinen wie Wissenschaft, Philosophie und Design verwendet wurden, jedoch sind eine hohe Anzahl an Quellen Wikipedia, was im wissenschaftlichen Arbeiten eher umstritten ist.

Das Werkstück

Das Werkstück ist sehr umfassend in den Kapiteln Methoden, Design Prozess und Design Lösung dokumentiert. Das Kapitel Methoden beinhaltet die Umfrage, die Organisation mit Mindmaps und dem Zeitplan, sowie die Experimente mit Zufall. Er arbeitete dabei mit Zufallsgeneratoren, generativer Software z.B. Touchdesigner und Blender und Künstlicher Intelligenz. Er zeigt in diesem Kapitel auch immer den Prozess mittels Screenshots. Im Design Prozess schreibt er über die fünf Konzepte der Exponate. Die Design Lösung umfasst einen detaillierten Entstehungsprozess der Exponate sowie die Entwicklung der Ausstellung. Die Arbeit umfasst eine umfassende und klare Dokumentation der Exponate, diese existieren jedoch auch als physische Prototypen.

Die praktische Umsetzung ist eng mit der theoretischen Grundlage verknüpft. Jedes der Exponate beschäftigt sich mit einer Problemstellung, welche sich aus der theoretischen Auseinandersetzung ergeben haben. Das umfassende Werkstück zeigt eine professionelle Qualität und gestalterisches Können, da das Thema Zufall mit unterschiedlichen Medien aufgearbeitet wurde.

Allgemeine Bewertung

Insgesamt handelt es sich um eine sehr gut gelungene und innovative Masterarbeit, die das Thema Zufall sowohl aus wissenschaftlicher als auch kreativer Perspektive beleuchtet und innovative Gestaltungslösungen vorstellt. Der Schwachpunkt der Arbeit ist die fehlerhafte Zitierung sowie die eher wenig wissenschaftliche Literatur.