Empirical research findings show that digital, visual practice is regarded as a new or different form of creativity (see Mohr, 2010, pp. 465 ff. and 2009, pp. 51 ff.). Digital drawing processes provide a framework that opens up new possibilities for aesthetic experience and expands the scope of visual expression (cf. ibid.). In line with relational art education (see, for example, Krautz, 2017), the digital medium influences the creative process (see Gebauer, 2021, p. 22; Jörissen, 2017, p. 6). The digital medium should serve as a tool to support the creative process, especially because the requirements for digital painting software are diverse and many people with less digital abilities are having a hard time navigating through complex art software. Addressing this problem, the BMFTR-project ‘ArtEater in Live Testing,’ (project management: Prof. Dr. Anja Mohr) is developing and validating an inclusive art software with the name ArtEater. The aim of the project is to involve groups that have not previously been considered in software development: these are children (cf. e.g. Mohr, 2011), senior citizens (cf. e.g. D21 Digital Index, 2023/24) and people with cognitive impairments (cf. e.g. Viertiz, 2015). The project tries to improve the digital participation and media literacy of participants and to create a creative software that breaks down barriers and promotes inclusion.
Annika Hensmann, M.Ed., research assistant and PhD candidate at the Institute of Art Education at Ludwig Maximilian University of Munich; studied to become a secondary school teacher of art and English at the Universities of Osnabrück and Hildesheim. Her research focuses on the intersection of human and media interaction.
Prof. Dr. Anja Mohr