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Art Education, 
collaboration,
and digital space

Technology is able to increase accessibility to art education and build robust digital communities, but is currently limited in its applications. The physical, iterative, and communicative needs of art making, inherently separates art education from other fields.

 

Because of this, digital applications often fail to simulate the same collaborative environment that in person learning tools and environments provide. 

Parameters

The goal of the project is to create a physical learning space for art, that uses technology to encourage community-driven interactions. 

The intended audience is youth aged 8-15.  I specifically want to focus on children with pre-existing learning and resource constraints in St. Louis.

The space created will be adaptable, an pop-up style exhibition and learning space that people can set up and use for educational purposes.

Subject breadth
​
With this project centering cross-cultural learning as a component, my research may be limited in terms of how many accounts, and data points I am able to draw from.
​

Output tangibility
​
Given the timeframe ​of the project, the tangibility of my output may be affected. Meaning, what I end up creating with my given 2D skillset might not transfer directly to a physical product.

Constraints

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