Abstract
Things are because we see them, and what we see, and how we see it, depends on the Arts that have influenced us. To look at a thing is very different from seeing a thing. One does not see anything until one sees its beauty. Then, and then only, does it come into existence.
(Oscar Wilde, 1891)
Our experiences, knowledge and imagination directly affect the perception of what we see. Creating and developing a perception of what we have seen is a key role in our learning process.
Introduction
This report is about how graphic designers and students in the 21st century use drawing in the graphic design process. This project shall focus on designers, who have put drawing at the centre of their practice exploring the meaning and purpose of this in their work. Using this knowledge this report strives to inspire and instruct a new generation of design students to use drawing within their design to enhance their practice.
While drawing is a symbolic, expressive tool, some design professionals and students are intimidated from using this fundamental skill in their design. Mostly, people use skills they are confident with and design towards their strengths. It is common for designers to become reliant on electronical technological advances in graphic design at the expense of drawing as a skill and as an aesthetic tool in the design process. This is ironic when you consider that after observation, drawing is the next fundamental step in the learning process; a process in which all designers began their interest in aesthetics. While it is important to identify ones strengths it is just as vital to develop new skills and tools to enhance our creative thinking. Returning to drawing as an aesthetic tool within design is a way to improve our creative thinking, which can be used as a vehicle to develop new products, new methods of marketing and new projects.
This report will identify selected very interesting process studies of well-known designers and artists. The chosen designers who embody their visions to their own or new practices. This report shall use such studies as a vehicle to improve student’s design practice. Through studying and practicing this appropriate creative skill students will gain a better understanding of this visual language and become motivated and confident enough to use it in their own design practice.
Relevance
The aim of this project is to remit to the thinking tool – drawing in education. This report will look into detail about the characterization of drawings – why and how people draw? , what abilities students should develop? , and what purpose they should be able to identify drawing for? Also it aims to look at methods of research and characterization - How people research? , what tools should be used? , and what is the best way to apply this skill?
Initial Plan
To begin with, this report will explain the definition of drawing. As Hazel Harrison claims ‘drawing is a process or learning how to see well’. Following this it is necessary to briefly mention the biological principles of vision; essentially how the human eye focuses on an image or an object.
Subsequently, the project will focus more on selected designers and artists who use drawing in their practice. Understanding the explored meanings of expression in their work will be an inspiration for the following steps of this project. The designers and artists are: Paul Klee, Lucienne Day, David Hockney and Claude Heath.
Before undertaking any experiments with professionals and students the report will confront and evaluate the research and reconsider the best application to this practice. From there, it will move onto the experiment that will be carried out with students and professionals. This experiment will be based on evaluation of research up to this point into consideration and consequently may be adapted accordingly.
In this experiment students will first identify 3 drawings. Secondly they will identify 3 objects. Drawings and objects will be chosen from a selection, which will be provided. The report shall also explain in detail why we perceive these objects and drawings to be relevant in this report. Thirdly they will have to think about an object or an idea that inspires them from those two exercises. They should draw only to express themselves rather than impress an audience. At the end, they will have to complete a survey designed for these tasks.
While the students work I will observe, record and document how they see from different perspectives and how their ideas progress. The purpose of this experimentation is to find out how people use their drawing skills. It also will be very interesting to see their differing applications while they work on the tasks. I will design a short questionnaire to find out their impressions and feelings from the task given.
Regarding this point this report will try to answer the following questions:
How designers/students sketch and document ideas?
Are they more familiar with paper based or digital thinking?
What is the best way to see?
How do they approach design problems?
Chapter headings
Chapter headings might be changed according to better understanding of the topic. As I research I shall gain a more thorough understanding of my topic and shall adapt my report accordingly.
Introduction
An overview of the report’s aim
Definition of drawing
A brief explanation of drawing and its usage
How do we see?
An introduction to biological principles of vision
Methods, research and characterization
Identifying types of methods, research.
Creative thinking?
Application of useful methods inspired by designers and artists
Strategy for experiment and analysis
An outlining of my plan for my experiment and its results
How drawing is useful for designers?
Reconsidering creative thinking usage
Conclusion
A summary and reflection of my report
The aim of this project is to evaluate the effectiveness of relevant evidence, suggest possible improvements and areas in which this study could be developed further.
Action Plan
In preparation for the report,
· Gather a lot more information from different resources during the summer holiday.
· Decide on who I want to interview. Consider how I will arrange these interviews.
· Choose appropriate drawings and objects for the exercise and justify their selection.
· Make a plan and time schedule for the experiment.
· Design a relevant questionnaire.
· Discuss your ideas with other design students and professionals.
· Consider how I shall receive feedback from, during my research and write up.
· Decide on effective strategy.
Bibliography
Books:
Merleau – Ponty (2002) The world of Perception
Bruno Munari (2000) Design as Art
Kimberly Elam (1980) Geometry of design
Paul Klee (1961) The thinking eye; Volume 1.
Martin Kemp (2006) Leonardo Da Vinci – Experience, experiment and design
Bo Bergstrom (2008) Essentials of Visual Communication
Dolf Rieser (1972) Art and Science
Mark Wigan (2006) Thinking Visually
Robin Landa (1998) Thinking creatively
Paul Laseau (2000) Graphic Thinking for Architects & Designers
Charles Darwent; Kate MacFarlane; Katharine Stout and Tania Kovats (2007) The Drawing Book
Electronic resources:
http://visualthinkingart.blogspot.com/ (accessed 12.07.2009)
http://en.wikipedia.org/wiki/Visual_language#Gestalt_psychology (accessed 12.07.2009)
http://www.drawing.org.uk/ (accessed 12.07.2009)
http://www.fluidhive.com/ (accessed 12.07.2009)
http://blog.fluidhive.com/ (accessed 12.07.2009)
http://www.accessexcellence.org/AE/AEC/CC/vision_background.php (accessed 12.07.2009)
http://en.wikipedia.org/wiki/Perception (accessed 12.07.2009)
http://www.mnstate.edu/gracyk/courses/phil%20of%20art/wildetext.htm (accessed 12.07.2009)
http://idratherbewriting.com/2009/05/19/drawing-as-a-tool-for-thinking/ (accessed on 13.07.2009)
http://www.guardian.co.uk/education/2002/oct/01/schools.artsfeatures (accessed on 13.07.2009)
http://www.guardian.co.uk/education/2003/sep/30/artsinschools.schools (accessed on 13.07.2009)
http://www.guardian.co.uk/artanddesign/jonathanjonesblog/2009/may/11/contemporary-art-drawing
(accessed on 13.07.2009)
http://en.wikibooks.org/wiki/Graphic_Design/Drawing (accessed on 13.07.2009)
http://findarticles.com/p/articles/mi_qn4156/is_20030420/ai_n12582469/ (accessed on 13.07.2009)
http://depts.washington.edu/dmachine/PAPER/DTRS99-I/intention.html (accessed on 14.07.2009) http://coe.sdsu.edu/eet/articles/VisThinkTools/start.htm (accessed on 14.07.2009)
http://www.lincoln.ac.uk/aad/research/ccdp.htm (accessed on 14.07.2009)
Reports:
P. Schenk (2005) Developing a taxonomy on drawing for design; School of Art, Design and Media, Nanyang Technological University, Singapore
C. Stones, T. Cassidy (2007) Comparing synthesis strategies of novice graphic designers using digital and traditional design tools; Design Studies Vol 28 No. 1 January (2007)
M. Resnick, B. Myers, K. Nakakoji, B. Shneiderman, R. Pausch, T. Selker, M. Eisenberg (2005) Design Principles for Tools to Support Creative Thinking; October 30, 2005