Digital Craft
Project manager: Jens Heise

Deutsch

"Digital information lasts forever - or five years, whichever comes first" (Jeff Rothenberg)

Digital discontinuity
The Digital Craft project deals with questions concerning the collection, preservation, interpretation and exhibition of the digital artefacts which increasingly pervade our everyday lives. As we begin to realise today, the universality of the binary code does not guarantee the survival of the digital products and documents, which are being produced in ever greater numbers. These remain dependent on physical supports, platforms and protocols, which become obsolete within ever shorter time. In this way, the New Media turn into Dead Media; the early history of computer and internet culture faces the threat of being irretrievably lost to the cultural memory. Centres for New Media such as the ZKM in Karlsruhe (Germany) or the Ars Electronica Center in Linz (Austria) have already started collecting selected works of media art. The big national libraries have been addressing the question of standardised methods of archiving digital documents for quite some time. What seems to be missing, however, is a systematic effort to preserve digital everyday objects such as computer games, virtual pets, user interfaces and websites, as well as the software and hardware necessary to run them.
What is Digital Craft?
The concept of 'digital craft' designates a new field, not yet clearly defined, which comprises a new form of craftsmanship on one hand and a new topic of research on the other. By providing an international, open platform for discourses about digital applied arts, the Digital Craft project wants to play a part in outlining and defining this field. As a point of departure for the discussion, we propose the following lead questions:
  • What is digital craft? How can digital craft be situated in relation to the oppositions of art vs. technology or virtual vs. material?
  • What should be collected? According to what criteria can we decide which digital artefacts are to be counted among the cultural heritage?
  • How can digital craft be preserved? What platforms, storage media and international open standards are available for long-term storage?
  • How can digital craft be exhibited? How can the dynamic, interactive nature of the digital artefact be communicated within the context of the museum?
  • How can digital craft become an object of scientific study and research?
"The applied art of the twenty-first century"
The Digital Craft project was exemplarily realised as a co-operation between the Institute for New Media and the Museum of Applied Arts, both located in Frankfurt am Main. Under the direction of James Bradburne, the Museum of Applied Arts aimed at an extensive integration of new media into the museum's activities. Besides the collection and exhibition of digital artefacts, the digitisation of the existing collections and the development of computer-based educational services were emphasis of the project. The Museum regarded this commitment as a natural extension of its function as a museum of applied arts and as a means of distinguishing itself as a European centre for the collection of digital artefacts. The Institute for New Media can look back at many years of experience in the field of new media; most of its products belong to the field of digital craft and may themselves fit the criteria for preservation in a museum context. The Institute undertook the technological conception and realisation of the project. It also developed the web presences of the Museum and the Digital Craft project. Further tasks included the conception of a scalable database system (which served the inventory of the collections, the educational applications and websites), as well as the development of the prototype for an information terminal for the Frankfurt museums.

 
 

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