Traditional skills are being lost by designers relying on computers

Working digitally can be fast, low-cost and has endless scope for creativity and sharing content - but it's also a flat, two-dimensional medium.

The benefits of an ICT-based world have led to an inevitable switchover across all areas of people's lives, but particularly in work and education. And that means an essential change in skills, attitudes and capabilities that is a particular issue - and problem - for British creativity in art and design.

With the opportunity to cut costs by stripping out workshops and the pressure to focus on the English Baccalaureate or subjects that are felt more important than creative arts subjects, some secondary schools are phasing out any kind of hands-on craft and design from the curriculum. Universities have been busy closing departments like ceramics, glass and craft based material subjects for some time. Even art schools have been reducing the focus on the 'process of making' to chase the digital approach to design.

The UK has traditionally been very strong at making things, and working with real materials. The industrial revolution was made possible by capitalism - but perhaps equally by the stream of high-quality and practical craft and design ideas that were taught in the art and craft colleges found in virtually every town. ICT is a great tool, but that's all. The danger is that we let the tool become the main factor in shaping what's produced. Digital design is inevitably detached from any sense of the quality and characteristics of things and how they work, and is much the poorer for it. 

More and more products on the shelves have been purely designed via an IT screen, and you can tell - they possess no inherent material qualities. They might look well-finished but they are often unsympathetic to the materials used. For employers or universities looking at a portfolio from a candidate you can see almost immediately if they've actually spent any time working with real materials. This is why our university is sticking to its guns on keeping craft workshops open, for glass, ceramics, metals and wood, and balancing this appropriately with the use digital technology which is a great tool.

Beyond the loss of important skills, purely using digital media leads to a different mindset among students. ICT allows for instant 'cut and paste' results, easy changes and easy delivery. Consequently that can be what young people expect from everything they do. Making real things takes patience, physical skills, co-ordination and the maturity to cope with failure and difficult challenges.

Digital technology is a great leveller. That's good for access and participation, for opening up design to larger communities. Not so great for business and for the UK's position as a world-leader in art and design. The UK has traditionally had an influence entirely out of proportion with its size. A reputation for quality and consistency of new talent has kept us in the premier league. But for how much longer? The BRIC economies have caught on to the value of creative arts, not just in themselves, but underpinning many other industries, and are putting major investment into art and design education.

What's needed is digital understanding combined with craft and making skills and a sensibility rooted in the real world of things. We need it in schools and colleges and in HE if we're not to end up with generations of people incapable of 'making', and quality design becomes synonymous only with the industry for antiques.

Professor Mark Hunt is deputy vice chancellor of the University for the Creative Arts.

Students using lathes at a technical college in Bolton, 1966. (Photo: Getty)
Kyle Seeley
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For emotional value, Emily is Away – a nostalgic instant messaging game – is this year’s best release

If you want to express your lingering teenage angst, there’s no better option.

Every now and then, a game is released that goes beyond what it may look or sound like. It goes straight to the pit of your insides where you thought you had no soul left, and jolts you back to life. Or at least it attempts to. This year, it's Emily is Away.

Firstly, anyone and everyone can virtually play this thing as it’s a crude Windows XP simulator displaying an AIM/MSN messenger client and can run on the PC equivalent of a potato. And it's free. It’s a short game, taking about 30 minutes, in which you play a person chatting away to your friend called Emily (who could be more), choosing from a set list of pre-selected instant messages.

Each chapter takes place in a different year, starting in 2002 and ending in 2006.

You’re instantly smacked with nostalgia thanks to the user screen of Windows XP and a fuzzed out background of Bliss, which was the default wallpaper in the operating system, and probably the most widely seen photo in the world. And your ears aren’t abandoned either, with the upbeat pinging sounds reminiscent of how you used to natter away with your personal favourite into the early hours.

The first chapter starts with you and Emily reaching the end of your last year in high school, talking about plans for the evening, but also the future, such as what you’ll be studying at university. From this early point, the seeds of the future are already being sewn.

For example, Emily mentions how Brad is annoying her in another window on her computer, but you’re both too occupied about agreeing to go to a party that night. The following year, you learn that Brad is now in fact her boyfriend, because he decided to share how he felt about Emily while you were too shy and keeping your feelings hidden.

What’s so excellent about the game is that it can be whatever you wish. Retro games used the lack of visual detail to their advantage, allowing the players to fill in the blanks. The yearly gaps in this game do exactly the same job, making you long to go back in time, even if you haven't yet reached the age of 20 in the game.

Or it lets you forget about it entirely and move on, not knowing exactly what had happened with you and Emily as your brain starts to create the familiar fog of a faded memory.

Despite having the choice to respond to Emily’s IMs in three different ways each time, your digital self tries to sweeten the messages with emoticons, but they’re always automatically deleted, the same way bad spelling is corrected in the game too. We all know that to truly to take the risk and try and move a friendship to another level, emoticons are the digital equivalent to cheesy real-life gestures, and essential to trying to win someone’s heart.

Before you know it, your emotions are heavily invested in the game and you’re always left wondering what Emily wanted to say when the game shows that she’s deleting as well as typing in the messenger. You end up not even caring that she likes Coldplay and Muse – passions reflected in her profile picture and use of their lyrics. She also likes Snow Patrol. How much can you tolerate Chasing Cars, really?

The user reviews on Steam are very positive, despite many complaining you end up being “friend-zoned” by Emily, and one review simply calling it “Rejection Simulator 2015”.

I tried so hard from all of the options to create the perfect Em & Em. But whatever you decide, Emily will always give you the #feels, and you’ll constantly end up thinking about what else you could have done.