Stack 1 · MC1–MC3 · Individual
Thesis: Identity, Practice, and Cultural Self-Articulation
How cultural artifacts are constructed, framed, and set into motion — and what it means to be the practitioner who does that. Stack 1 builds the individual practitioner anchor before institutional complexity is encountered. You must know what you are before you can diagnose what institutions do to you.
YOU® Audio Essay / Proto-Podcast
Imagine you are a student enrolled in a prestigious design school in 2007. On your desk sits Bill Moggridge's Designing Interactions, just published. Before you make anything, the institution is already a framing device. It shapes what you make before you make it.
This is the time capsule frame of MC1. The course is frozen at 2006 — just before three ruptures reshaped cultural production: platform-mediated podcast identity, algorithmic social media feeds, and generative AI. This freeze is not nostalgic. It is methodological. By bracketing the present, students experience voice, persona, and identity before algorithmic optimization and AI-assisted reframing became ambient conditions.
The course opens with a provocation: "We shape our tools, and thereafter our tools shape us." The quote is widely attributed to Marshall McLuhan. It is not his. It was written by John Culkin, a Jesuit priest who was summarizing McLuhan's ideas in 1967. The myth has more cultural currency than the fact — McLuhan's brand name confers exhibition value on the idea; Culkin's name has at best cult value among specialists.
When an AI confidently attributes the Culkin quote to McLuhan, it does not merely make an error. It reproduces and accelerates cultural mythology. This is what AI does with tertiary artifacts: it generates frames and interpretive lenses at scale, amplifying existing mythologies as readily as creating new ones. AI is a tertiary artifact that produces tertiary artifacts — a framing machine built from framing.
| Wartofsky Level | In MC1 Practice | RPV Equivalent |
|---|---|---|
| Primary Artifact | The audio file; Soundtrap as production tool | Resources |
| Secondary Artifact | Podcasting conventions; production workflows | Processes |
| Tertiary Artifact | The persona frame; brand as framing system | Values |
Branding operates at the tertiary level. A brand is not a logo — it is a framing structure that organizes meaning and produces value. The YOU® audio essay is not autobiography. It is the deliberate construction of a market-facing identity expressed through a cultural product.
Constructed voice entirely through text and visual collaboration. His alter ego "Raoul Duke" eventually overtook the person: "I'm really in the way as a person, the myth has taken over." Film adaptations removed Thompson from his own representation. Multi-platform presence was fragmented and largely out of his hands.
Constructs persona across platforms he controls: television, podcast, book, live event. Uses his literal voice as primary medium. His mythology is contained by continuous presence — no alter ego, no intermediating actors. Continuous self-narration as platform strategy.
The comparison reveals how journalist personas worked before podcasting, what changes when literal voice becomes the primary medium, and why mythology formation follows different logics pre- and post-platform. This comparative logic continues in Stack 2: Cameron Crowe (Rolling Stone journalist turned filmmaker) vs. Adam Curtis (BBC archival essayist).
In 1973, Berger's Ways of Seeing examined how oil paintings functioned as markers of wealth and ritual authority. With photography, reproduction altered the cultural function of the image — oil paintings lost their singular aura (Benjamin). In their place emerged the publicity image, which frames aspiration and constructs value through projection. Branding is the modern continuation of the publicity image.
Curated Event / Installation / Virtual Environment
MC2 introduces ARIES — the certificate's foundational methodology — and the four-framework convergence table that is the theoretical core of the entire program.
This microcredential centers on culture as a system: spatialization of meaning, curatorial authority, and experiential design as cultural argument. Students analyze cultural icons not as isolated objects but as networks of meanings, then design spatial or experiential environments that translate cultural theory into coordinated encounters.
Four independently developed frameworks from different disciplines converge on the same underlying three-lens structure. Their structural homology points toward something real — a deep grammar of how human systems organize resources, practices, and meaning.
| Christensen RPV | Wartofsky | ARIES | IDEO (reformulated) | Urban Informatics |
|---|---|---|---|---|
| Resources | Primary artifacts | Cultural Reservoir | Viability | Technology |
| Processes | Secondary artifacts | Experiential Assembly | Feasibility | People |
| Values | Tertiary artifacts | Value Objectification | Desirability | Place |
The frameworks are not merely analogous. They are the same three-lens structure seen from different disciplinary vantage points. The IDEO framework required deliberate reformulation to align — and that reformulation is itself an instance of ARIES methodology: identifying a framework's deep structure, reframing its terms, and integrating the result into a synthetic instrument.
ARIES is not a workflow or checklist. It is a synthetic theoretical instrument for coordinating cultural production across three analytical layers:
Cultural Reservoir (Intertextual Inputs) — the available cultural materials, icons, texts, and references. The primary lens: what is in the tackle box?
Experiential Assembly (Remix Operations) — spatial, temporal, and atmospheric orchestration. The secondary lens: can the people involved actually deploy those resources? This is where the designable gap between digital representation and embodied presence lives.
Value Objectification (Authorization Layer) — licences, permissions, revenue models, cultural capital. The tertiary lens: is the value proposition compelling enough to sustain this, and whose governance determines the outcome?
Students analyze a complete ARIES pre-visualization for a Bourdain Birthday Week event at The American (Main Street, Vancouver) — learning how film iconography (Cultural Reservoir) becomes spatial event design, how iconic scenes translate to venue architecture, and how licensing shapes feasibility. The exemplar is then applied: students design for a venue in their own city using the same methodology and Urban Informatics T/P/P diagnostic.
Pre-visualization tools are not neutral documentation methods — they are Wartofsky tertiary artifacts that shape design thinking itself. Different tools make different design possibilities visible or invisible. Spatial platforms make systems thinking visible; presentation software makes sequential narrative visible; 3D rendering makes atmospheric immersion visible; spreadsheets make financial viability visible.
The tool is the framing device. This is MC1's lesson operating at the design methodology level.
Berger's Ways of Seeing Episode 1 (BBC, 1972): Berger's direct application of Benjamin's mechanical reproduction argument to the history of painting. How photography changed not just what we see but how we see — how reproduction strips the original of its aura and context, and how market value fills the gap left by cult value.
Designing Distribution, Experience, and Value Across Cities
Building on MC1 (persona as artifact) and MC2 (experiential systems via ARIES), students now design strategies for how their own presence and work move, adapt, and create value over time across cities, platforms, and communities.
Distribution is not a marketing function. It is a design problem. MC3 introduces the S/E/E/D method — synthesizing Bill Moggridge's Designing Interactions (MIT Press, 2007) with the SEEDFEED framework (Flynn, SFU MBA Applied Project, 2010). Students design a multi-city promotional tour for themselves as cultural creators.
Moggridge identifies ten interacting elements in the design process — not sequential steps but interacting forces where the ball can go anywhere. SEEDFEED gives this pinball machine a navigable four-phase structure without collapsing it into a linear pipeline.
| Phase | Interrogative | Wartofsky Level | What It Does |
|---|---|---|---|
| Study | What / Where / Who | Primary artifact | Constraints, synthesis, framing — the objective inventory of what exists |
| Explore | When / How | Secondary artifact | Ideation, envisioning, visualization — constructing and testing relationships |
| Evaluate | Why | Tertiary artifact | Uncertainty, selection, evaluation — bringing values to bear on alternatives |
| Design | What If | Double stimulation | The circulation strategy package — the WHAT IF made tangible |
S/E/E/D governs the macro-level circulation design (the full tour skeleton). ARIES governs the micro-level event design within a single stop. They are operating the same theoretical architecture at different scales.
In MC3, the student is positioned as a cultural creator — a musician, filmmaker, writer, game designer, podcaster, or designer — designing their own promotional tour. The work itself is the black box. You are not creating content. You are designing the system of your own circulation.
The specific nature of your work determines the circulation logic — the kinds of venues your presence requires, the audiences you serve, the rights and permissions involved. But from the point your creator identity is established, the content of the work fades into the background. The system of your circulation is what you are designing.
MC1 established AI as a mythology machine — a tertiary artifact that produces tertiary artifacts. MC3 moves from observing AI as mythology machine to building one.
Students configure a Claude Skill — a structured, reusable capability — targeted at a specific tour planning task (routing logic, venue shortlisting, cost modelling, risk matrix, or itinerary drafting). Then they evaluate that skill using S/E/E/D. Not "is this fact correct?" but "at which phase of the design process does this skill produce useful output — and where does it require human override?"
| Wartofsky Level | AI Relationship | Module |
|---|---|---|
| Primary | Claude as a tool you use. Prompt → response. Largely opaque. | MC1 |
| Secondary | Claude as a tool you build. Encode instructions, constraints, output format. Partially transparent. | MC3 |
| Tertiary | Claude as a coordinated three-skill architecture governing the studio's production, process, and governance capacity. | MC7 |
MC3 is the transition from Primary to Secondary. You are not yet building a governance system. You are learning what it means to encode a frame — and discovering, through S/E/E/D evaluation, where the frame you built holds and where it breaks.
George Miller's "Magical Number Seven, Plus or Minus Two" (1956) establishes that working memory can hold approximately 5–9 chunks of information. MC3 applies this as a routing constraint: a tour of 5–9 cities sits within the cognitive architecture's perceptual sweet spot. This constraint recurs in Stack 2 (how many institutional variables can a comparative analysis track?) and Stack 3 MC7 (how many sponsors and partners can an ecosystem coordinate before it loses coherence?).
MC4–MC6 escalates from practitioner analysis to institutional diagnosis. S/E/E/D shifts register. The Crowe/Curtis case study extends the Thompson/Hayes comparative method to institutional and jurisdictional scale.
All nine modules. The full PRV arc: Processes (thesis) → Resources (antithesis) → Values (synthesis). MC9 proves whether you can perform under live scrutiny.