Most of us take vision for granted. We seem to do it so effortlessly. Yet preceiving images, objects, color and motion is a very complicated process. The study of optical illuions (see lecture below) will prove beyond a doubt that the human eye is not a camera. We see selectively. Artists have long been trying to understand how we preceive, and much of our understanding of vision comes from learning how artists manipulate images into meaningful and realistic scenes. Artists have always created illusions. That's their business. This seems especially true of media artists. So what's the big deal? Everyone knows that artists have special "gifts", that their visual sensibilities are somehow sharper that those of the orginary Joe. Its easy to pass quickly over the realm of human vision because -- to repeat -- we take it so completely for granted. We take vision for granted because it is paradoxically quite "invisible" to us. To understand the paradox, let me introduce my fish friend. He is a mud-skipper.
The Canadian media theorist, Marshall McLuhan, was quite interested in the fellow above -- or whatever creature it was that first lifted its buggy eyes out of the primoriial ocean. A hero if there ever was one. The mud-skipper was not only the first to use try out his vision in the atmosphere, but he used those front fins to venture onto the Earth's first land forms. An odd progenitor to millions of species that followed. Marshall McLuhan was the first to spot that the media forms we shape, shape us. In 1961 he worte: "Media effects are new environments as imperceptible as water to a fish." McLuhan loved turning a phrase and finding an irony in the everyday world. I met McLuhan a few times and can imagine him observing that even as it emeged to discover a world dry land, the fish's greater achievement might be that it was also the first creature with awareness of the very sea that had been its environment for millions of years. I like the term "Visual Thinking" as a catch-all for the distinct branch of human intelligence that lives at the fulcurm of art and design. Visual thinking pervades all human activity. Astronomers, nurses, football coaches, carpenters, surgeons, TV schedulers -- workers of all kinds regularily engage in thinking by visual images. It turns out this is not the realm of artists and their special gifts. The video talk below attempts to give you a first-hand, real-time plunge into six of the Visual/Spatial Operations that constitute Visual Thinking:
Drawing deeply on the work of Robert H. McKim, the video taped lecture makes the argument that visual thinking also operates subconsciously in two additional Operations: Dreaming and Fantasy. According to Professor McKim, visual thinking is carried on by three broad kinds of visual imagery: images we see (not the things themselves we are seeing); images we imagine (and dream); and images we draw. At the end of this chapter, under Techniques, you can find a virtual studio session in drawing. Click the side bar and you will pop directly to it. Filmmakers, Web Designers, TV Directors and others who create media utilize seeing, imagining and drawing in a fluid and dynamic way, moving easily from one kind of image to another. This involves what McKim calls "Ambidextrous Thinking" -- a merging of the different thinking modes employed by the left and right hemisphere's of the human brain. McKim observes, "Computers cannot see or dream, nor can they create: computers are language-bound. Similarily, thinkers who cannot escape the structure of language, who are unaware that thinking can occur in ways having little to do with language, are often utilizing only that small portion of their brain that is indeed like a computer." As a starting point to learn about things digital, this chapter may feel a bit remedial because it hovers over more traditional visualization forms. It carefully defines terms that you’ve known since you were a little kid. It dissects patterns of human perception that are hard wired into your brain. Yet it is precisely because humans are pattern-making creatures that you need to study the “Gestalt” perceptual behaviors which, as a designer, you will be manipulating. Our homosapien minds delight in discovering new patterns in unexpected places. If you’ve not already done so, take a moment to click on the About Site button in the navigation panel on the left. This page gives a general introduction to the structure of all ten chapters of Design Chops and introduces the other large sub-sites located at mediachops.com. This Design Chops web site will fail you if it provides knowledge of tools, of vocaublary, of precepts and procedures, and yet does not provide you with the broadened skills and deepened awareness of Visual Thinking.
In the 1960's, Robert H. McKim began to develop
a course at Stanford University that was eventually called Visual
Thinking. His fabulous book, "Experiences in Visual Thinking" summarizes
his work and is a valuable reading in the
education of a media designer. The slide-show in my talk on Visual Thinking is drawn closely from McKim's pioneering work and also draws on insights into "design thinking" that I have gained from David Kelly, one of today's leaders in the field of design.
line: the shortest distance between two points. When you create (scribe) an actual line on a specific surface, the resulting mark can have a variety of "attributes" -- see below.
shape: a recognizable form. Drawing is about translating 3-dimensional objects into 2-dimensional shapes. Shapes have edges, which can then be drawn as lines.
color: in pre-computer drawing and printing, color was an expensive luxury. But in the digital world, it becomes a powerful elementthat should be used with care – but used often.
Here are three different palettes that might be used in building a PowerPoint presentation. In building such a palette, one is aware of a background color and then a set of “foreground” colors that work pleasingly with each other. It may also be important to choose a hue that brings emphasis. The many flavors of color palettes include high saturated, low saturated, monochrome (restricted), and polychromatic. By general usage, blue and green shades are “cool” while red and yellow shades are “warm”. This is highly subjective and, frankly, a little suspect. The grayscale is important when making illustrations for documents that will be printed out in black and white. In 24 bit color there are 256 values (shades) of gray. Note that in grays are often tinted with other values, giving them “cold” or “warm” tones. color theory: There are two modes by which computers create the spectrum of color from a few pure hues.
Subtractive color seems odd, yet it is much like the process our eyes experience as we walk around. An red apple, for example, absorbs green and blue, but its surface reflects red. CMYK are basic printing process colors used in the printing industry. illusion of depth: there are seven techniques that drawers or painters use to create the illusion of depth of what is, after all, just marks on a flat surface.
linear perspective: at an early age, children learn a set of conventions that make drawings appear to have realistic depth. Linear perspective is used by artists who must see and place objects in relationship to each other and to the plane of the earth.
drawing toolset: while pencil, paper and eraser are the only required tools any designer must have, a slightly larger selection is strongly recommended. An artist’s sketch pad (5.5 x 8.5 inches. medium weight (60 lb), lightly textured paper) • 3 x drawing pencils (choose hard to soft – 3H, HB, 3B, ) • eraser (gummy or pink peal) • hand pencil sharpener • colored pencils (small set) • 3 x graymarkers (medium nib: all in same tonal spectrum: bluish, blackish or brownish, but having different values, light to dark) • fine point black pen• small roll of masking tape• scissors• glue stick• ruler (straight edge) • digital camera
Its really fun to sit in an official life drawing class. There will be a model who, if you are lucky, has some experience in posing (it's an art unto itself). An instructor will usually warm up the class with a series of short exercises. Then there are longer poses -- 5 to 20 minutes -- which allow one to practice the skills and techniques that go into drawing. As one works, the instructor passes by and will offer comments. Sometimes he or she will actually offer a few "corrections' -- a line or two that repositions elements within your work in progress.
The attached PDF is a surrogate for the kind of session described above. It is based on my recollections of drawing, painting and sculpture classes I have taken at the Art Students League in New York. It is also based on the drawing instruction -- and inspiration -- in a paperback volume by Bert Dodson titled "Keys to Drawing". I am grateful to Mr Dodson for granting permission to cite deeply from his own work. Click here for PDF leading to my paper-based studio session. Click here for a detailed Drawing Studio Session.
Color Pickers:
My graduate students tend to become downright antsy when, in our first class, I start handing out sticks of charcoal and large sheets of newsprint. The activity of drawing seems insultingly stupid, too rinky-dink and an overall waste of time.
To be a successful media designer, one needs to have the ability to work out ideas on paper using a symbolic code of images. Some concepts are simply too dense to be effectively bound by words. They can often become so complex that sketches are required to express the relationships between diverse elements like movement, time, audio, sequence, space and style. As a digital media maker, you it is very valuable to stay aware of how you learn best. Drawing with a pencil and paper will quickly show re-instruct you about how you "see". Let me hit a little harder on the idea of “practice”. Students tend to think that if they read something or sit through a lecture about it, then they know that something. For many things, this is true enough. However there are some areas in which knowledge can only come through active doing -- through practice. Media design requires grounded, practical knowledge. For example, you could read endlessly about playing the piano, but would still be unable to play a tune the first time you sit at a keyboard. You get the point. Mastery is achieved through practice. So deal with it: you’re no Michelangelo. How come we try to be like the best there ever was? How come we seem compelled to measure our abilities against the most accomplished of artists in every field? As far as drawing is concerned, there is almost a universal feeling of inadequacy. It starts in grade school. By high school most people are completely shut down. Anxiousness about ability to make a representational image leeches into many other domains. There are many who feel on thin ice when they express an aesthetic opinion in any domain: from flatware to cinematography to the layout of a letter. The adjacent gallery is a reminder that there are many folks who make their livings as illustrators, yet don’t possess a technical prowess in drawing like the Masters. (And the Masters like Michelangelo, it should be remembered, did almost nothing by hand once they had apprenticed themselves around the age of ten).
You will have your own style of drawing. It need only be effective, not gasp producing. When sketching with pencil and paper, concentrating on refining your style. Is it readable? Is it expressive? There are useful books on perspective drawing, on cartooning and on figure drawing, per se. As you move between different production roles, you will find that different modes of drawing are frequently called upon: drawing a site flow chart, storyboarding a scene, roughing a layout or logo, making a lighting diagram, breaking down the action for a scene, sketching character designs for an animated project.
Calisthenics with a triple-pun title: part a studio-type session offered by Kit, partly a set of six workbook activities in which one draws Kit. Finally, Kit’s own drawings (not overly intimidating, to put it nicely) that demo a still life project with 15 different drawing and photographic techniques. An expanded version of the instructional part of this project is to be found in the Techniques section above. Self-diagnostic quiz. Helps one analyze past experiences and consider goals ahead. There will be a matrix and scoring system that helps gauge one’s skillset and suggest their current level: green, blue or black (like ski trail ratings) -- to come -- to come
Books
Lidwell, Williiam, Kritina Holden & Jill Butler, "Universal Principles of Design", 2003 www.stuffcreators.com/upod Dondis, Donis A., “A Primer of Visual Literacy”, 1973
This book carries one of the first calls for a comprehensive study and teaching of the photography, film and TV. Although Dondis’ argument is nuanced well beyond a simple comparison with print literacy, uses the metphore as a foundation to identify 11 component elements which form the “alphabet” of visual structure. “Words” and “syntax” are found within polar structures such as contrast and haromony. The book recognizes the “literature” represented by the synthesis of visual style. KL Krause, Jim, “Design Basics Index” , 2004 www.howdesign.com. Leborg, Christian, Visual Grammar, 2006 www.papress.com.
Originally published in Norway by Abstrakt Forlag (2004) this book is both a primer on visual language and a visual dictionary of the fundamental aspects of graphic design. The author is a founding partner of K, a know3ledge and communications consultancy in Oslo, Norway.
DRAWING & VISUAL THINKING
One of the classic books about figure drawing. Bridgman's methodology is based in a keen observation of geometric structures (sometimes mechanical structures) that exist beneath the elegant surface of the human form. Dodson, Bert, “Keys to Drawing”, 1990 Edwards, Betty, “New Drawing on the Right Side of the Brain”, 1999 Hale, Robert Beverly, “Master Class in Figure Drawing”, compiled and edited by Terence Coyle, 1985 Montague, John, Basic Perspective Drawing, fouth Edition, 2005 In the intro to his seminal book, Robert McKim writes, "One way to use this book is to view it as a manual of alternative strategies for expanding the power and range of your thinking. Every exercise in every chapter is a strategy that can be applied to any problem." He continues a bit later, "You may also approach this book as a series of experiences with your own thinking -- experiences that will expand your awareness of your ability to think productively. An experiential approach is especially relevant to the study of thinking because you always have the subject of your study, in the form of your own thinking, immediately available." And there is this important perspective, "(The book) is primarily a challenge to learn new thinking skills. (Such) skills can be acquired only by active and informed experience ." SitesOrganizationsArts Students'
League of New York
This section draws deeply from two educators: Robert H. McKim and Bert Dodson. Their books are cited above and you can find out more about their work at these sites: (to come). I am indebted to these students for letting me cite their work: Jon Chernes, Seth Greenwald, Minhyong Kim, Yongsuk Alan Lee, Jenny Maglione, Kathi Watson. Learn more about these folks here. |