Transcripts
1. Introduction: Welcome to becoming an artist. I'll be your instructor. Brent Evanston.
Becoming an artist is the second course in
my becoming a series. This series will
teach you how to increase your creativity and how to get your creative projects completed and out
into the world. Now I absolutely loved to draw. In fact, I've devoted my entire life to the
study of drawing. Now, if you know me
or my work at all, it's probably as the creator of the art and science
of drawing series. To date, the art and science
of drawing series has taught more than 100,000
people how to draw. Now of course, being
a drawing instructor, I get asked a lot of
questions about drawing. But one of the most
common questions I get is from
students wanting to know how they can use their drawing skills toward
more creative projects. Some of these students want to create their own comic books. Some of them want to
illustrate a book. Some of them want to be fashion
designers or architects, others want to be painters or other kinds of fine artists. Now I absolutely loved to draw, but drawing is a creative skill. What you do with that
skill is what matters. Many of my students
have ideas for creative projects that
they'd like to complete. But what they don't know is
how to take their skills and apply them to a
creative project. The students recognize
the huge gap between skill development in bringing their creative
projects into reality. This course bridges that gap. This course will teach you a practical process for bringing any creative project from
conception to completion. So who is this course for? This course is for anybody
who has an idea for a creative project in wants to bring that project into reality. This process will work for nearly any kind of
creative project. Writing, painting, fashion
design, theatrical set design, product design, graphic design, and nearly any other kind
of creative project. With you have the
inclination to take a creative project and
make it a reality. This course is for you. Now some of my students have many project ideas and they're not sure which ones to select. This course will help you
solve that problem too. If you have creative ideas for any kind of
creative project, this course is for you. So how do you know if you're
ready for this course? Well, there are some
basic prerequisites you should meet before
starting this course. First, you'll need
some basic skills in a field that you're
passionate about. E.g. if you want to illustrate your own
comic book series, you'll want to have
some drawing skills and a familiarity with
the field of comics. If you wanna do a series of landscape or
botanical paintings, you should have some
painting skills already and a familiarity with the kinds of artists
who have had success in the field that
you're interested in. So before you begin this course, you should have some basic
skills and a deep passion and familiarity with the field that you want to make
contributions to. Next, you should have some ideas for projects that
you want to create and a strong desire to bring
those projects into reality. So to sum up, before
you begin this course, you want to have
some skills and you want to have some
creative ideas. Your project ideas can be as small or as grand as
you're comfortable with. This process will work both for smaller projects and
for massive projects. Now, if you don't meet these
basic criteria, that's okay. I highly recommend
going back and taking my becoming
creative course, the first course and
that becoming series, becoming creative will teach
you the essential tools and techniques to think
and act creatively. Now, many of the strategies
taught in this course rely on techniques that I've taught in depth and that becoming
creative course. So I highly recommend you've
already taken that course. Now in just a few minutes, I'm going to give you a
detailed course overview. So you know exactly what you're going to learn
in this course. But before I do that, I want to take a few
minutes and go beyond the prerequisites for
this course and give you some guidelines for awaited live your life
that will give you a high likelihood of having
creative project ideas. So before we jump into the
main part of this course, I want to give you
an idea of what a creative life
looks like and how you should engage
the world if you want to thrive in
a creative field. First, you want to immerse yourself in the creative
work of others. You should be hungry
to consume work from any creative field you're
even remotely interested in. This could be watching
films as could be going to galleries or museum exhibitions. This could be perusing websites. This could be going
through books. Don't just look at the field that you want to contribute, to. Look at other fields you're
interested in as well. The more different kinds of creative work that you immerse
yourself in, the better. I'm interested in nearly every
kind of creative endeavor. Given week, I may look at theatrical set
design, architecture, graphic design, poster design, film, fashion design,
furniture design. I'm interested in anybody who's a master in
their creative craft. I'm constantly on the hunt for new and different kinds of work that I've
never seen before. And I'm always looking to expand my idea of what art
and creativity can be. So be willing to immerse yourself in the creative
work of others. As many different kinds of creative work is
you're interested in. And hopefully as you do this, you'll become more interested in creative work that you didn't
even know is out there. Next, you'll want to
develop your skills. If you're interested in
illustration of any kind, you want to be practicing
drawing every day. If you're interested
in fashion design, you should be sketching out
clothing ideas every day. If you're interested in
film or photography, you should always be pointing your camera and
capturing images. Developing skills in a
field that you want to make contributions
to is essential. Remember, you can have
great ideas for projects, but if you don't have the skills to bring
them to fruition, then your project ideas don't
really matter that much. You must have the
skills necessary to get your project ideas
out into reality. In speaking of
skill development, I always recommend
that everybody interested in art or
creativity learn to draw. Remember, drawing
is at the heart of nearly every other
creative endeavor. Whether you're a
fashion designer, a painter, and architect, a furniture designer,
a set designer, you need to learn to draw. Drawing is one of
the best ways to get your visual ideas out on paper where you can analyze
and work with them. And finally, you want to have
a consistent place to work. You need a space that
is always set up for you to sit down and
do creative work. Whatever that
creative work, maybe. It doesn't have to be
anything larger, dramatic. In fact, I've spent
the early years in my creative career just keeping a quarter of a room
as a studio space. But I always tried
to keep it clean and ready for me to
sit down and work. So when I had
creative ideas or I had time to work on my skills, I always had a place to work. So these are the
conditions for creativity. These guidelines will help make sure that you're always
looking at new work. You're developing your skills, and that you always have a place ready for you when
you have ideas. If you live your life
following these guidelines, you're very likely to
have creative ideas of your very own and the
skills to pursue them. With all of this in mind, let me give you an
overview of this course. First, you'll learn how to
select a project to work with. You need to be able to evaluate your project ideas and select the project
that's right for you. So in this lesson,
you're actually going to select a project that you're going to work with for the duration of this course. So hopefully by the
end of the course, you'll actually have
a completed project. In the next lesson, you'll learn how
to explore all of the creative possibilities
of that project idea. You'll generate
different visions of this project and really expand your idea of what
this project can be. Next, you'll learn how to evaluate all of these
new ideas you've generated and figure
out which ones you want to incorporate
into your project, then you'll learn to create
prototypes of your ideas. So instead of just jumping
right into finished work, you'll learn how to make
smaller versions to see how your ideas actually
operate in reality. This essential skill is so
often overlooked and is one of the most important things to do during a creative project. Next, I'm going to teach
you how to present your prototypes to other people
so you can get feedback. So this strategy
allows you to present a prototype to an audience to see if your work is having
the impact that you hope without
investing the hours, weeks, months, or even years
in the completed piece, only to find out that, that it doesn't have the
impact you hoped for. Getting feedback on
a prototype is so useful because it'll help
you adjust along the way. Make sure that your work has the impact that you
want it to have. So after getting feedback, you'll need to learn how to incorporate that
feedback into your work. Which feedback is really important and we'll move
your project forward. And which feedback you
can probably ignore. With all of that in mind, you're going to learn how
to make a project plan. You're going to plan
out the steps to bring your project
to completion. You'll design a project
timeline to make sure that your
project is completed. Next, I'm going to
teach you how to design a studio system. Once you've got a project plan, you need a system in place
to make sure that you're consistently showing up to the studio and
getting work done. This can be one of
the hardest parts of being a creative person. But keeping a studio
schedule that you actually adhere to is an
essential skill to have. And finally, I'm going
to teach you how to know when your project is complete
and ready for the world. So this course is going to
teach you the process that I use to bring creative
projects into reality. So it's important to
note that I'm coming at this course from a
visual arts perspective. I create drawings that
I'm interested in exhibiting and museums,
galleries or online. In this work, I use my traditional drawing
skills creatively. I explore what I can do, withdrawing beyond just creating a picture on a piece of paper, I've explored more abstract or expressive forms of drawing. I've tried to see if I can make drawings
three-dimensional objects. And I love to use the medium of drawing to explore meaning. But the process I'm going to teach you in this
course will work for nearly any kind
of creative project. This process will work
whether you want to use it to design a
new line of clothing, to illustrate a comic book
or a children's book, or to create an exhibit
artwork of your very own, whatever creative
project you have, this process will work for you. In the last lesson
of this course, I'm going to teach
you how you can adapt this process to make sure that this process works for whatever creative
project that you have. Now, here's what makes
this course truly unique. I am going to be going through
this process with you. You're going to see me
select a project and take it through the exact same process that you're going to
be going through. So at this point, I don't know what project I'm
going to select. I don't know if it's
going to succeed or fail. And you're going to see in real time how this
project develops. So I'm taking a big risk
here with this course. I don't know what project
I'm going to select, and there are no guarantees that the project
is going to work. So in this course you're
really going to get a front row view of
me attempting to go through this process with all of the messiness and uncertainty that comes along
with creativity. Hopefully through this,
you'll get an idea of what this process
can look like and how helpful it is in solving creative problems and bringing creative projects to completion. So we're going to go through this process together
and you're going to see me succeed and
fail and stumble, make decisions, and hopefully have a
completed project at the end. So if you're ready,
let's get started with the first lesson,
selecting a project.
2. Selecting a Project: Welcome to Lesson one,
selecting a project. Now in order to participate
in this course, you need to select a project
with the intention of completing that project
by the end of the course. Now for some of you,
if this may be easy, you may already have
a specific project in mind that you'd
like to complete. For others, you may have
many project ideas, but you're not quite sure how
to select one to work with. That's okay. This lesson
will help you too. And for those of
you who are really passionate about your field, but don't yet have a
project idea to work with. That's okay. I'm going
to cover what to do in that situation as well. So whatever your situation is, this lesson will help. Now, in this lesson, the first
thing I'm going to do is introduce you to some
project considerations. These are the things you want to consider when
selecting a project, regardless of whether
you have many ideas, are a few ideas. Whenever I have the time and the desire to start on
a new creative project, these are the things
that I think about. So let's jump right into
project considerations. It's very important in
this course that you select the right project for
your current skill level, your current level of experience
with creative projects, and the amount of
time you have to devote to a creative project. So the first thing I want you
to know is that you can go through this course
at your own pace. The process that I'm going to teach you in this
course will work. Whether your project is small, just too weak or too long, or whether you have a
much longer project that may take a year or more. Either way, you can go through the process taught
in this course. So you can go through this
course at your own pace, regardless of whether you have a small-scale project or
a large-scale project. So one of the most
important questions you can ask when
trying to select a creative project
to work with is how much time do you have
to devote to this project? So you wanna be able to answer this question in a
few different ways. First, ask yourself,
how many hours a day can you get into the
studio to actually work? How many days a week can you get into the studio to work in? Finally, ask yourself if there's a particular deadline
that you need to meet. You only have a month in
which to finish a project or can you stretch your project out many months or a year or more? Whenever you select a project, this is an important
consideration. If you have an ambitious
project in mind, but you only have a
month to complete it. And you can only get into the
studio for an hour a day, three days a week,
this may not be the right time to embark
on something that big. So before selecting a project, you want to ask yourself, how much time do I have
to devote to a project? Next, you want to ask yourself, what is your current skill
level in your chosen field? If you want to
illustrate a comic book or do a series of paintings, how long have you
been drawing or how long have you been painting? Have you mastered the
fundamentals yet? Are you more of a beginner or are you advanced in your field? Now this is a critical
consideration. It's very common
that I talked to students who have
wild ambitions. They want to create something
that will stand the test of time are completely altered the field that they're
interested in, but they may have the
skills of a beginner. So in this case, you want to keep your expectations
realistic. You want to select a project
that will challenge you, but not so far outside of your current skills that
it will overwhelm you. One thing I often do is choose a project that's just
outside of my skill level. It'll give me experience, it will challenge me, and it'll increase my skills
along the way. So before you select a project, you want to be honest
with yourself about where your skill level is
in your chosen field. The next question you
need to ask yourself, how much creative project
experience do you have? Now it's very common
that people have advanced skills in
their chosen field, but they've never completed a project or they've
completed very few. So just because your
skills may be advanced, doesn't mean that you
have the experience necessary to complete
a large-scale project. So if you have skills but no
project experience, again, you may want to consider a small-scale project just to help you understand
this process. As you gain more and more creative project
management experience, you can increase the scale of your projects in the future. Remember, the goal is
to do something that is just outside of your current
skill level and abilities. You don't want to
choose a project that won't challenge you, but at the same time,
you don't want to choose a project that so ambitious
that you get overwhelmed. So you need to consider your previous creative
project experience when selecting a project to
work with in this course. So these considerations
will help you select the right project for
your current skill level, your current experience
with creative projects, and the amount of
time you have to devote to creative projects. The goal is that you
select something just outside of your
comfort and skill level. You want to challenge yourself, but you don't want to
overwhelm yourself. These considerations
will also help you keep your expectations
realistic. I have many beginning
students who have grand ambitions to create
world altering projects. And I think that's great. And hopefully they'll work their way up to those projects. But at the beginning, you need to be
able to go through this process to gain
experience with creative projects
and work your way up to the kinds of projects that
you want to do later on, you shouldn't expect that your earlier projects
are going to stand the test of time
and change the world. It's possible, but
it's unlikely. You're much more likely
to make contributions to your chosen field by
working your way up, challenging yourself
with each new project. Once you have a higher level of skill and more experience, then you'll be ready to create world-changing projects that
may stand the test of time. But for the vast majority of even famous and
successful artists, they worked their way
up project by project, challenging themselves a
little more with each project. That is the most likely path towards creating quality
work that matters. So next, I'd like to cover the most common situations that creative people
find themselves in when they're trying
to select a project. There are three
common situations that creative people find
themselves in when they're trying to select a
project work with the first common
situation is that people are often really
passionate about a field, but they don't have a
specific project idea. They may have passion
and some skills, but they haven't yet come across a project that's
uniquely theirs, that they want to
devote their time to. Another common situation that creative people find themselves in is they have a singular
vision for a project. They have a project that
they feel compelled to make. A third common situation is
people that have many ideas, sometimes too many ideas. And this is the situation
I often find myself in. I have many ideas, but I find it's
very difficult to select one project to
devote my time too. But regardless of
your situation, this lesson will help. So first, I want to address
what to do if you have few ideas for creative
projects or none at all. So if you have few ideas or no ideas for creative
projects, That's okay. I recommend two things. First, I highly recommend you
go back to the introduction of this course and revisit the
conditions for creativity. You want to immerse yourself
in the work of others. You want to develop skills
in your chosen field. And you always want to have a clean place that set
aside for creative work. So when creative ideas strike, you'll be ready to work on them. I also recommend taking my
becoming creative course. By becoming creative course will teach you the tools
and techniques that will allow you
to come up with creative ideas if your very own. So by living your life, by the guidelines I laid
out in the conditions for creativity section in the
introduction of this course, you will have a
high likelihood of developing creative project
ideas of your very own. Once you have a
creative project idea that you want to pursue, this course will be
waiting for you. And of course, you're
welcome to just watch these lessons and familiarize yourself with the
creative process. Just to give you an idea
of what this looks like. It may be inspiring
and it may even help you develop creative
projects of your own. But to participate in
this course fully, you'll need to have a
creative project idea. Next, let me address
those of you who have a singular vision for a
specific creative project. Now, if that's your situation, if you've come into
this course already having a specific
creative project in mind, this lesson may be
pretty easy for you, but you still want to go through the project considerations I laid out earlier in this lesson. In particular, you really
want to assess whether or not you're ready for the creative project
that you've selected. It is very common for
creative people to have one project that they're
heavily focused on. A common project is a comic
book that people want to illustrate or a children's
book they want to illustrate. Many people have good ideas for projects and
a lot of passion. But if your skills and your project experience
aren't there yet, you may want to consider an interstitial
project that will get you ready for the creative project that
you're truly passionate about. E.g. if you want to write or illustrate a comic book
or a children's book, but you have no creative project experience
or very little. You may want to scale
back this project, maybe create a book
that's five to ten pages long that tells us
short, concise story. Just to gain experience, you want to make sure that
your expectations match your current skill level and
your level of experience. There's absolutely nothing wrong with scaling back
your project idea. So you can learn how to tell the stories you want or
design the clothing you want, or do the paintings you want, without having the expectation that they're going to
take the world by storm. So even though you
feel deeply that you know what project
you want to commit to, you still want to go through the project
considerations to make sure that you're
ready for the type of project that you want to pursue. Ultimately, the project you
select is entirely up to you. I just want to get you
thinking critically about where you are with your
skill level and experience. My role is to push you to pursue the projects that you're
most passionate about, but also to keep your expectations realistic
and to encourage you to develop the skills and
the experience necessary to create the projects that you are truly passionate about. So if you have no ideas, are very few ideas,
you know what to do. If you have a singular vision, I've given you some
things to think about. Next, I'd like to
address what to do. If you have many project
ideas and you're having trouble selecting
the right project for you. This is the situation
that I'm in nearly every time I start
a creative project. So let me give you
some strategies that will help you sort through your mini-project ideas and select the one that's
right for you. Once again, you want to go through the project
considerations. You want to ask
yourself how much time you have to
devote to a project. You want to assess your
current skill level and your current level
of experience with creative projects that
will help you create some criteria for what kind of project you're looking for. So if your current skills
are at a beginner level, you have little to no experience
with creative projects, and you only have a month or two to devote to a creative project. You can take those
criteria and you can select a project that fits
within those criteria. Now, if you already have some experience completing
creative projects, you can ask yourself if
you want a new project or if you want to expand
on an existing project. So e.g. I know if my own work
I tend to work in series. I have projects that I've
been working on for years. Whenever I have time
for a creative project, I always try and ask myself, am I looking for a completely
new creative project? Or do I simply want to add
work onto an existing project? So if I only have a month
or two to create work and a limited amount of time
to get into the studio. I'll often decide to add
work to existing projects. This can be a great strategy
because I'm familiar with the work and not reinventing the wheel with a
completely new project. So be open to adding new work to an existing project rather than selecting a completely
new project. So one of my favorite
strategies for selecting a creative project to work with when I have many
ideas is to combine ideas. I try and record every creative idea that
I have a record them in sketchbooks and I have a file on my computer called future work, where I have literally hundreds of brief project descriptions. Now many of these ideas are fragments or incomplete ideas, but some of them are
entire projects. Now I'm sure that most of these ideas aren't
particularly good, but I record all of them just in case because
you never know. So when I'm looking for
a creative project, I can go to my future work file and my sketchbooks and start to combine these ideas
together to see what new kinds of projects
I can come up with. The reason this works so
well is because many of these ideas are
simple or incomplete. They may not stand on their own, but by combining these ideas, often an entirely new kind
of project will emerge. So this is a great strategy. If you have a lot of ideas and you're not sure which
one to commit to, see what happens
when you combine your ideas to create new ideas. So if you're like me
and you have a lot of ideas and you struggled
to commit to one. First, you want to figure out what project is right for
your current skill level, your experience in the time you have to devote
for a project. Once you have a sense
of those three things, you can go through your
project ideas and see which one works best
with those criteria. Next, you can try and
combine project ideas. This way, you can use
many ideas at once, and often entirely new and interesting project
ideas will emerge. Now if neither of
those work for you, Here's a third suggestion. Make a decision at random. I know this doesn't
sound satisfying, but hear me out as
a creative person, the one thing you
want to avoid at all costs is not working. It is much better to
spend some time working, developing your skills and learning on a project
that may not be right for you than
to not work at all by selecting a
project at random, even if you don't finish it, even if you find out that it's not the right project for you, you'll develop your skills, you'll gain experience, and
you will make distinctions. So you'll be more likely to pick the right project the
next time around. Two, if you have a
lot of ideas and you're not sure how
to make a selection. And the two strategies I discussed earlier
don't work for you, then just pick
something at random. You can narrow your projects
down to as few as possible, hopefully three to five, and then write down each
project on a piece of paper, fold each paper in half, put them in some
kind of container or a vessel and just
pick one at random. That's your project. Working through it, you
will gain clues and insights as to what might
work better in the future. And that is valuable
in and of itself. Creative ideas or new ideas. And new ideas can only be found in uncertain,
unexplored territory. The uncertainty is the
cost of creative ideas. And as a creative individual, you must be able
to make decisions despite ambiguity
and uncertainty. And if you can reason
through a decision, let fate take a chance, choose something at random, and see how it goes. See what you learned.
With all of this in mind. Let's get you to your
task for this lesson. So here's your task for today using the
project considerations that I laid out earlier
in this lesson and any of the strategies
that might work for you, you need to select a
project you're going to work with throughout the
duration of this course, your goal will be to complete this project by the
end of the course. And remember, you can go through this course at your own pace. You can choose a big
project or a small project depending on your comfort
level, skills, and experience. Once you've selected a project, write a brief description
of your project. It doesn't have to be
anything detailed. It can just be a sentence
or two if you like. So as I've mentioned before, one thing that makes this
course unique is you're going to see me go through
this process with you. So immediately
following each lesson, there's a short
video showing how I worked through these
ideas on my own. You're going to come with
me into my studio and see how I solve these creative
problems as they come up. You're going to
see me go through the same creative process
that you're going through. So in addition to selecting your project and writing
a brief description, make sure you watch this
video so you can see what this process really
looks like in action. It may be helpful for you
to watch me go through this process before you make
your project selection. There are two final
things I'd like to leave you with
in this lesson. The first is that
as an instructor, it is my job to guide you
through this process. But you need to be responsible for your
own creative decisions. I cannot decide what
creative projects you should pursue or what
creative decisions you should make along the way, if you're taking this course on an interactive platform
where you can message me, you're free to share
your projects, but I can't get involved. You need to take
responsibility for your own creative decisions. I can teach you this process, but you need to be the decider. And finally, you've heard me
mentioned that you should select a project right
outside of your comfort zone. You want to select
something challenging, but not something
too challenging, but will make you
feel overwhelmed. So it's important
that you hear this. You're never going to feel ready for your
creative projects. And if you do feel ready, if you feel confident you
know how to do a project and you can bring
it to completion, choose something harder. Feelings of insecurity and
uncertainty are how you know that a project is at
the right place for you. You don't want to feel
comfortable with the project. You need to be able to
challenge yourself and to push herself into
uncomfortable territory. That is how you're
going to grow. Feelings of insecurity and uncertainty are
perfectly normal, healthy, and they are clues that you are
on the right path. So with all of this in mind, go watch the video of me
going through this process, select the project
you want to work with and write a
brief description. And after that, I will see
you in lesson two, ideation.
3. Selecting a Project Video Journal: If you've taken any
of my other courses, you will know that each lesson has a lecture where I
introduce a concept, but then I do a demonstration. Now in a drawing course, these demonstrations are
pretty straightforward. You see me demonstrate
exactly what I taught earlier in
the drawing lesson. But in a course like this, the demonstration is going
to look very different. So each lesson in this course is going to
be followed by a video of me going through the process that I've
just laid out for you. You'll see me put
theory into practice. You'll see me taking on the same tasks that I've
asked you to take on. Now before I go
through the process of selecting a project, I just wanted to give
you an idea of what to expect in these videos. Before I create a course, I actually spend months writing, drawing, practicing,
trying out ideas. So by the time I actually
make the course, I have a really good idea
of what I'm teaching you, what I'm talking about. But these videos where I'm demonstrating the tools
and techniques in this course are going
to operate more like journals or
mini documentaries. They're gonna be
much more candid. I don't know how these things
are going to work out, so I'm just going to turn on my camera and
you're going to see me try and work through
these ideas and processes. I really want you to
get a sense of what this process really looks
like in an unscripted way. Right now, my task
and yours is to select a project to work
with throughout this course. So at this point, I
really don't know what kind of project I'm
going to select. And I'm taking a big
risk here because I have no idea of the
project is going to work. I don't know if it's
going to be good or bad. And my hope is that
this is really going to show you what the creative
process looks like. So my task and yours is to select a project
for this course. So I need to select a
project that I'm going to work through throughout
the entire course. And my goal is going to be the complete this project by the time I get to the end
of making this course. So the first thing I
want to share with you about my process is that every morning I have
a habit of getting up, making coffee and writing for about half an hour this morning. I actually wrote about
what kind of project that I might want to select
for this course. Now, as I alluded to in the
lesson you just watched, I always have ongoing projects that I've worked on for years. But for this course, I
really want you to see this process in its pure form. So I'm going to select a project that I've
never worked on before. To the project I'm going
to select is going to be completely new to me. That way I'm starting probably closer to where you are with no idea where the project is going to go and how
it's going to turn it out. So I know that I want to
select a project that's brand new to me that I've
never worked on before. As you also heard me
share with you in the lesson that
you just watched, I try and record each and every new idea that
I come up with. So I do this in two ways. I record my ideas through
sketchbooks and most of my sketchbooks or just writing and notes,
just little ideas. Occasionally they'll
have sketches, but it's a lot of writing. And I will also record my ideas in what I call
my future work file. This is a file I
keep on my computer that at this stage has
hundreds of ideas. Most of them are just a
sentence or two long. They're just a very brief
description of an idea. Sometimes they include images, are quick sketches that
I've photographed, but none of these
are fleshed out. They're just short pieces of
writing or little sketches. Just y, remember
what the idea is. So I'm going to start there. I'm going to start
by going through my future work file and by going through
my sketch books to see what ideas strike me. Now when I do this,
what I'm really looking for are ideas
that excite me. And what ideas excite me tend to change from time to time. Often when I go through
my sketch books and my future work file, I'll sort through
ideas and none of them seem particularly
interesting. But for reasons I often can't explain what they
will jump out at me. That just seems like
it's the right idea or an interesting idea for
that time in my life. So my computer is right here, right next to my camera. So I'm actually going to open my future work file and
let's see what's in it. So I'm going to share
with you some of the ideas that are in here. And again, most of
these ideas are probably not particularly
good or interesting. But like I said, I try
and record everything. I don't even remember
half of these. Let's see. This one says Allie projections. Let's open it and
see what's here. A dark alley could
be the perfect place to create animated happenings. I could see characters doing interesting things in the alley, like building something,
performing or reciting, drawing or anything else. I'm not entirely sure exactly what my
vision was with that, but I suppose it's projected
drawings are animations in an alley where people
would just come upon them. Here's one that
says billboard ART. So let's see what this one says. I could purchase billboard
space and use it as a way to display
art in a community. It could be images or ideas. Okay, interesting
idea, but expensive, perhaps this one
says text-based art. So this is the idea that
I include more text. Simple idea, not
really a project, but I do like texts. I've always liked the look of artwork that has
images and text. And so that could be
something to explore, striking these
interesting right now. Here's one that says cosmic
Domino's creature collage, culture bomb, cyclo
Rama dioramas. Let's see what this one says. Create a series of dioramas. So if you're not
familiar with dioramas, a diorama is a
three-dimensional scene in which people, animals, or other objects are depicted in some
sort of environment. Dioramas can be miniature. Most people do diorama
projects in school. Dioramas can be life-size
like it museums. But I have to say
the idea of doing dioramas is very interesting. So I'm gonna put that one aside. I've always loved dioramas. So that could be
something to work with. Drawings on Flags, doing drawings and then printing
them on flags and flying them. A game gallery, this one says an exhibition
where the art is a series of games and activities designed to get attendees to interact
with each other. Idea cards, jumbles, marginalia, stuffed drawings, toy theaters. I could create paper
toy theaters to tell stories and explore ideas. So if you're not familiar
with toy theaters, a toy theater is like a
model of a theatrical set. We have miniature actors and they're usually
made out of paper. In fact, many toy
theaters are actually referred to as paper theaters. Well, that's interesting. Toy theaters are very
similar to dioramas. And we'll put that
one aside as well. Torn paper stencils,
question creatures, twist certifications,
walk through drawings. So this is an interesting
idea that I've recorded. So in addition to keeping
a future work file, I also have a file
where I collect interesting questions and I've always wanted to do something
with those questions. I really love to ask myself questions and to
write out answers. This has always been a really important part
of my process of living. It's how I figure out
how to live my life, what I think, what I feel, what I believe,
how I should act. So this process of asking
myself questions and writing out the answers has
been really important to me. And as a result, I have kept a collection of my computer of
questions that I think are interesting or important. I've always wanted
to find a way to incorporate those
questions into my art. So that ideas is interesting
to me right now. Again, I'm trying to
take this opportunity to explore new work that
I've never done before, but that I've always
wanted to do. So this could be an
interesting way to use my collection of
questions in my art work. Okay, so here is a file that talks about using my old drawings as
collage elements. So this is something that I've been interested
in doing for a while. Somebody who draws a lot, I literally have hundreds, if not thousands, of drawings stored away in flat
files here at my studio. These are drawings of
all kinds of subjects, birds, random objects, people. Most of them are just for
practice or for pleasure. They're not intended
to sell or to exhibit. So they just gets stored
away here at the studio. So they're just sitting
there not being used. Nobody ever sees them but me. So I've thought about
cutting up these drawings and using them as collage
elements and it works. So this has been a
very interesting idea. So all of these drawings
could be cut up and used as the raw elements. The raw images in dioramas
are toy theaters, time-lapse drawing,
tug-of-war drawings, walking, Zoetrope,
projected graffiti. So I found a number of interesting things in
my future work file. And I think the thing
that struck me most, the thing that was most interesting and
exciting to me was the idea of dioramas
are tweet theaters. So I've put those aside. Now I'm gonna go
through my sketch books to see what ideas
I can find there. So my sketchbooks have a
lot of writing in them. And you'll notice that a lot
of the drawings are very, very simple. For years. I've actually had people
pretty disappointed to see what's in my sketchbooks because they know
I like to draw, but most of what's
in my sketchbooks is writing and very quick drawings. Here is architectural
shadow boxes. Interesting idea. Once again, shadow
boxes similar to dioramas are toy theaters. Here intersecting drawings. Drawings intersecting with text. Kind of an interesting
idea and that could work for dioramas. Here is an idea for creating a
three-dimensional cube with drawings on each
face of the cube. So again, it's making
drawings three-dimensional, and that's something that could. Very, very nicely fit into
dioramas or toy theaters. Fact, so many of these ideas are about making drawings
three-dimensional. Here's an idea of
drawings used for, in a three-dimensional way
for theatrical set design. Drawings that creates set. So again, there's that toy
Theater idea popping up. Okay, so let's take
stock of where we are. I have some ideas I'm
really interested in. I love the idea of creating
dioramas are toy theaters. I love the idea of using my old drawings as
images for collage. I love the idea of incorporating
text into my artwork. Something I've done a little, but I don't feel
like I've explored it as much as I'd like. I love the idea of incorporating
questions into artwork. I've always wanted
to create work that asks viewers questions. So hopefully you can see
how powerful this strategy is of combining ideas together. I started off not knowing what kind of projects
I wanted to do. I knew that I wanted to pick something completely new
that I'd never done before. So I started going through
my old sketchbooks. I started going through
my future work file and I started pulling out ideas for projects that excited me that I
thought were interesting. These are the ideas
that stood out. Dioramas in toy theaters, creating work that
incorporates text, creating art that asks
viewers questions. So I'm getting excited
about this project. I should tell you that I have no idea what it's
going to look like. I have no idea how
to make it yet. But I'm very interested
in this idea. I'm getting excited about
exploring it further. So now I have some ideas. They're working well together. And I think I'm about
ready to attempt to write a brief description
for this project. So here it goes, I'm terrible at typing. By the way, I will
create a photograph, a series of dioramas
made from my drawings. These dioramas may include text that asks
viewers questions. So my brief
description is rough. It's pretty short, but I
feel like it's a good start. It's a good starting
point that I can refine. So I have to say I'm a
little nervous about this. This is a very new project. I've never done anything
like this before. And I'm taking this risk
so you can see what it really looks like to
have a creative idea, to commit to a project,
to not know how to do it, to not know how it's
going to turn out, but to make decisions
and move forward. So I hope this is valuable for you to see me go
through this process, to see the uncertainties
that go along with it. And I really hope the project works out by the
end of the course. So there's one final
thing that I should say before we conclude
this video journal. I'm coming at this from
a fine art perspective. I want to create interesting
artwork that I can exhibit that gets
people thinking that introduces
people to new ideas. Now reading my
project description, it may sound a little
strange to some of you, to be honest, it sounds
a little strange to me, but I want to assure
you that even if you have a much more conventional
kind of project, if you want to do a comic book, if you wanted to
align of clothing, if you want to do a series of botanical paintings or
landscape paintings, if you want to illustrate
a children's book, if you want to write
a movie script, if you want to write a novel, I want to assure you
that this process will work for any kind of
creative project. So if your project is much more conventional than
mine, That's great. This process will work as well. But my hope is that by seeing
me use this process to create something more experimental
or more contemporary, you'll really get to see how this process organizes
thoughts and ideas, how it pulls together
creative impulses, and how it will allow you to
take your creative ideas and work with them so
you can actually create finished work by the end. I don't want you to think
that this process only works for more contemporary
or experimental art. This process will work for
any kind of creative project. Alright, so I feel like I
have accomplished my task. I went through my many
ideas for projects. I selected some of them, I combine them and I
feel like I've got the foundation for an
interesting project. I've written a
brief description, so I think we are
ready to move on to lesson two, ideation.
4. Ideation: Hi, welcome to lesson
two, ideation. Imagine you had all
of the resources you could possibly
want for your project. Imagine you had no limits. Imagine you had all of the
time and skills you needed to make your project whatever
you wanted to make it. What would you do
with no limits? What would you do with
infinite resources? What would you create? How might that change your current vision
for your project? In the previous lesson, you should have
selected a project to work with throughout the
duration of this course. Your goal will be to complete your project by the
end of this course. Now of course, as
your instructor, I'm not sure what kind of
project you've selected, but whatever your project is, whether it's conventional or experimental, whether
it's art-based, are design-based, whether it's a big project or
a small project, this process will work. The process I'm teaching you in this course will
allow you to bring whatever your project is
from concept to completion. So of course, for you to
participate in this lesson, you need to have
selected your project. So assuming that you've
selected a project, you've written a brief
description for your project. Let's get into today's
lesson, ideation. So what is ideation? Well, to start, let me
give you a few thoughts. So instead of just committing to your initial vision
for your project, you want to explore
what is possible. Ideation is the act
of generating ideas. And in the ideation phase
of the creative process, you want to generate
as many ideas as possible for your project. This activity serves
two purposes. First, it will inspire you as you generate more and
more ideas for your project, you should get more and more excited about the possibilities. Now this is critical for a project you may be
working on for weeks, months, or even years. Now, much more importantly, the second purpose of
the ideation phase is to explore what is possible for your project without any limits. By engaging in the
ideation phase, you're going to discover new
ideas about your project, new methods you've never explored new ways to
approach your project. New elements that
you would not have thought of if you
had just stuck with your initial vision and new strategies for pulling
your audience into your work, truly engaging them, whatever
your project, maybe. I have a basic rule, but
I'm working in the studio. I am never allowed to
go with my first idea. This is because I
believe that no matter how good your
initial ideas are, they can almost always be
improved upon or expanded. It is highly unlikely that your first ideas are going
to be your best ideas. The process of ideation, of generating numerous
ideas for your project will allow you to explore your
project in whole new ways. And if you generate
enough new ideas, you are very likely
to find a few of them that will
improve your project, make it more engaging
to your audience. Now of course, at some point, your project must
collide with reality and all of the limitations that
reality will impose upon it. But not yet. The process of
ideation that you're going to learn about today is where you get to explore all of the possibilities
for your project, to see what your
project can be if there were no limits and
no restrictions. Now, the process of
ideation goes by different names depending on the practice or the profession. In business settings, it's often referred to as brainstorming. Imagineers refer
to it as blue sky. But regardless of where it
happens or what it's called, the process of ideation
is remarkably similar. The goal is simply to generate as many ideas as possible
for your project. Big ideas or small ideas. Now it's very common for
people to have a vision for their project that
they are committed to and don't want to change. And I can completely
understand this impulse. However, by skipping
the ideation phase, you risk your project
being underwhelming. You risk missing
opportunities and ideas that could have made
your project more engaging. You risk working within self-imposed limits that
are far too narrow. The goal with the
ideation phase is that even though many of your
ideas will be unattainable, by generating enough ideas, you will discover some
that are completely doable that you would not
have otherwise thought of, and that will improve your
project in measurably. So in this lesson, you're going to learn to
push your project into unexpected territory and to discover all of the
possibilities that holds. So how does the process of
ideation actually work? How do you do it? Now, although there are no
hard rules for ideation, there are some
general guidelines you should follow first. And most importantly, the
primary goal of ideation is to generate and record as
many ideas as possible. And as you're generating ideas, no part of the project
should be out-of-bounds. You can generate ideas that
relate to the big picture, or you can generate ideas
that focus on my new details. You can generate ideas for concepts and themes
or materials. The goal is to develop as many possibilities for your
project as you can think of. Next, Do not judge or
criticize any of your ideas. This is one of the
hardest parts for most people when they're
in the ideation phase. For most people, it's very natural to think of
an interesting idea, but then immediately
follow it up with reasons that it
probably won't work. Now of course, later on
in the creative process, your project will have
to collide with reality. Limitations will be considered, but you do not want to think that way when you're
in the ideation phase, when you're in the
ideation phase, there are no bad ideas. You shouldn't even consider
whether or not an idea is possible or feasible for your project during
the ideation phase, it is critical for
you to understand. Good Ideas are rare and the
only way to find good ideas that will work for
your project is to generate many ideas. The more ideas you generate, the more likely you are to find ideas that will work
for your project. If you're immediately judging
or criticizing your ideas, finding their limitations are coming up with reasons
why they won't work. You're going to shut down the process of
generating new ideas. And the fewer ideas
you generate, the less likely you
are to discover the ideas that will enhance
and improve your project. So here's the next guideline. Let one idea lead to others. Once you get into
the ideation phase, it's very possible that
ideas will begin to flow. When that happens,
feel free to follow whatever path your
ideas lead you down, regardless of whether they seem silly or out of place
for your project, just follow the path. See where it leads. By following an absurd or seemingly far-fetched
idea down its path, you may discover good ideas down there that you would never have thought of otherwise. So our next guideline is
related to this idea. Seek out wild, outrageous
and daring ideas. When you're in the
ideation phase, the wilder the ideas, the better you
probably won't use your more far-fetched ideas
and your actual project. But wild ideas will push you
into new ways of thinking. And that in turn, will help you
generate more ideas. And of course, we always
want to keep this in mind. The more ideas you generate, the more likely you
are to discover good ideas that will enhance
and improve your project. So here's the final guideline. Let the ideation phase go on
for as long as it has two. Now of course, at some
point the ideation phase needs to m so you can get on with the rest of the project, particularly if you
have a deadline. But the reason this guideline
is important keeps you from having ideation
sessions that are too short. Generally speaking, if I
were to track the time it took to complete a project
from beginning to end, I would find that
I usually spend 5-10% of that time on
the ideation phase. Now again, these are
just soft guidelines, not hard rules, but if our goal is to generate as many ideas as possible that we should be willing to spend more time in the ideation phase, not look for reasons
to limit it. So those are the guidelines
for successful ideation. So before I set you loose, I want to spend some
time talking about the tools and methods
that I use for ideation. During the ideation phase, you need a way to record your ideas and a way
to explore them. This should not all
be done in your head. Remember the goal is to get
ideas out of your head and into the physical
world where you can explore them
and evaluate them. So here are the tools and the methods that I
use and are very commonly used by
other creative people during the ideation phase. One of the most common tools
people use is a sketchbook. Sketch books are fantastic, particularly if your ideas require images as
well as writing. A sketchbook is a great
place to write notes and do quick simple
sketches if required. Any kind of sketch
book will work. In sketchbooks are
particularly useful if you'd like to go through the ideation
phase out in the world, if you work best
at coffee shops, bars, restaurants, parks, bringing a portable
sketchbook with you is a perfect way to capture ideas as they arise
in your mind. Now, as I've alluded to before, a common way that I record
my ideas is through writing. Many of the ideas I record don't have any images
with them at all. They're just text files that I keep in a folder on my computer. There's something so
incredibly powerful about translating your
ideas into words. To do that you
have to be able to organize your
thoughts well enough. To create sentences
and paragraphs, I find the act of writing
incredibly powerful. I write nearly every day and for nearly every part of
the creative process. Now I tend to use a computer
or a tablet for my writing, which means that I'm typing. I'm not particularly
good at typing, but because I draw so much when I get a
pencil in my hand, I tend to think in
images and not words. So my handwriting is
nearly illegible. I think much better in words when I'm in
front of a keyboard. And I think the
combination of sketching ideas and writing about them is an incredibly powerful
way to really get at the heart of the
idea to see what it is. Using drawing as
well as writing, allows you to think
about one idea in two unique ways that will help you better understand
your ideas as a whole. Now at this point, I should mention that many people myself included like to use a digital tablet for
writing and sketching. If you have access to one, a digital tablet can work rate. It allows you both
to write and draw, and they're portable
like a sketchbook. Another set of tools I
commonly used during the ideation phase are loose sheets of
paper or card stock. Now sketch books are great
for recording ideas, but they can be
limiting when you're trying to compare
ideas to one another. Now when I go through
the ideation phase, I will often write
an idea down on an individual sheet of paper
or a piece of card stock. Frequently on a three by five inch card or a five
by seven inch card. Occasionally, I'll use an
entire eight-and-a-half by 11 inch sheet of paper. What I love about using
individual sheets of paper or card stock is that I can pin them up in my studio. So each idea I generate, I write down on a card, I do a quick sketch
and I pin it up. This allows me to
immerse myself in my ideas and I can see
all of my ideas at once, which allows me to find
relationships between them. Or if I see a common theme or a set of techniques emerging, I can group ideas together. Being immersed in your ideas and your physical environment can be a powerful and
profound experience. So I highly recommend trying
this out to see what it's like to surround yourself
with your ideas. So those are the tools that
I use to record my ideas. These ideas are primarily recorded using
writing and drawing. Now I'd like to
explore a couple of methods or techniques
you can use during the ideation
phase that will help you generate new ideas, particularly if
you're struggling. So as I alluded to in
the previous lesson, I record all of my
creative ideas. This means that I have hundreds, if not thousands, of little ideas written
down and sketched out. I have them in sketchbooks, I have them in text files
in a folder on my computer. And I have them on three by five cards or individual
sheets of paper. So this means that at my studio, I have a huge number of ideas
that have been recorded in sketched out when I'm
working on a new project. In addition to generating
new ideas for that project, I will also go through my old sketchbooks and
files to see what ideas I've come up with in
the past and to see if any of them might be
right for my project. This is a great way
to collect ideas and to inspire yourself because even your old ideas
might lead you to good ideas that can be useful
for your current project. In one of my favorite
methods during the ideation phase is to get inspired by the work of others. During the ideation phase, feel free to open books at your favorite artists
or designers. Feel free to go to websites or watch films are
many documentaries. Checking out the creative
work of others is a great way to spark
your own ideas. Let the good ideas of
creative masters inspire you and push you to think in
new ways about your project. So those are the common tools, methods and techniques that I use when I'm going through
the ideation phase. And these are the
tools and techniques that are most commonly used by other creative
professionals across a wide range of fields. So the last thing I'd like to do before we get you going through the ideation phase
is to give you some examples of what
this might look like. Now of course, the
ideation phase may look completely different for different kinds of
creative activities. The ideation phase of a fashion designer may
look very different from the ideation phase of a landscape painter or a
children's book author. So if your project is say, a comic book, you may want
to explore different ways. You can lay out a page, different styles of drawing
for your comic book. You may want to push your
character's attributes or their adventures. Two extremes. See what happens when you add new characters or remove
existing characters. See what happens when you add new twists and
turns to the plot. Ask yourself, what is
the wildest kind of story you can come up
with for your characters. If you're a painter
and your project is a collection of
botanical paintings, try experimenting with unorthodox compositions
or color combinations. Explore unique ways
of applying paint. You can explore outrageous
ways of exhibiting your work. What would happen if your
paintings were projected on the side of the gallery
they were being shown at, in addition to being
hung on the inside, what if next to each of
your original paintings? Also exhibited a huge
close-up photograph to show the brushwork. Now of course, I'm
just throwing out whatever ideas
come to mind here. I'm not saying these
ideas are good or bad, but I'm just trying to give
examples of the kinds of ideas you can explore
during the ideation phase. Remember, nothing
should be off limits. If you're a fashion designer in your project is a new
collection of clothing. Try unorthodox
ways of stitching, experiment with
strange new materials. Think of each clothing
piece as a piece of architecture with
protrusions or cantilevers. Again, I'm just throwing
out ideas here, but your goal should
be to come up with as many wild ideas for your
project as possible. Of course, in the next video, you're going to see me
go through this process. I'm going to bring you into my studio while I go
through the ideation phase. So you can see what this
really looks like in practice. So if you're still
struggling with the idea of ideation,
don't worry, you're going to get a
demonstration of what it actually looks like
in the next video. Okay, so with all
of this in mind, here is your task. Gather whatever supplies you
need to record your ideas. It could be a sketch book, a digital tablet, or loose
sheets of paper or card stock. And of course, if you're
working on paper, you'll need a pen or a
pencil or some other kind of writing instrument to record your ideas and get
sketches down. Once you've got your supplies, spend a minimum of 1 h generating new ideas
for your project. And try and remember
the guidelines we just went through earlier. You want to generate as
many ideas as possible. Record every idea you have. Do not judge or criticize
any of your ideas. Let any one of your ideas
lead to other ideas. And of course, try not
to limit the amount of time that you spend in
the ideation phase. Remember, I said spend a minimum of 1 h
generating new ideas. If the ideas are flowing, feel free to go as
long as you need to. If after an hour the ideas
just don't seem to becoming, take a break, come
back and try again. Be open to spending hours or even days generating new
ideas for your project. So here are a few
closing thoughts before you generate
ideas of your own. First, it's important
to remember that ideation is a skill just
like anything else. The more you do it, the
better you'll get at it. So if you're new to this
kind of thinking and the ideas just aren't
coming, stick with it. I promise it will get easier
with time and experience. And remember, if you need to revisit my becoming
a creative course, ideation is simply a form
of divergent thinking. I teach divergent thinking in depth and my becoming
creative course. And if you haven't
taken that course yet, I highly recommend doing so. And finally, I
want to remind you one more time that
good ideas are rare. To discover good ideas, you need to generate
a lot of ideas. The more ideas you generate, the more likely you
are to find good ideas that will enhance and
improve your project. But the flip side of this
idea is that most of your ideas are not going to be particularly good or useful. That is perfectly fine, that should be expected. Remember, you shouldn't
be judging or criticizing these ideas at all
that will come later. But during the ideation phase, the primary goal is to generate as many ideas as
possible, good or bad. You can sort through them
and figure out which ones will work later on
in the process, I will cover that, but for now, we're
going for quantity. And of course, in
the next video, you're going to come
into my studio and see me go through this process. Then I'll see you
in the next lesson when you're going to learn how to incorporate new ideas
into your current project.
5. Ideation Video Journal: Welcome back to the second
video journal in this course. This video journal
is going to document me going through the
ideation process. I'm going to take
you with me into the main part of my studio
where you're going to see me generate as many ideas
as I can for my project. So I'm gonna do this in
a few different ways. First, you're going
to see make it a stack of cards and a pen. I'm going to turn the camera
on and I'm going to record the process of mu recording ideas as they come to my mind. For those of you who have taken drawing courses with
me in the past, you may be surprised to see
how simple my drawings are. Recording ideas is not
about good drawing. The kinds of drawings
I'm gonna be doing when recording my ideas is
a form of shorthand. I'm trying to draw as
quickly and as simply as possible just to get the
idea out of my head. Remember, our goal
here is to generate as many ideas as possible. Good drawings that include
proper perspective, detailed shading
or high levels of rendering take a
huge amount of time. And during the ideation phase, we want to spend our
time generating ideas, not spending time who
rendering our ideas. I'm going to try and get
the ideas out of my head and onto paper as quickly
as I possibly can. I'm going to draw just enough so I can get the idea on paper. But as you will see, I
am not interested at all in doing good drawings. Later on, I can spend much more time exploring
and working with each individual
idea that will be a more appropriate time to
do more detailed drawings. Although I've gone through
the ideation phase numerous times and
other projects, I've never done it like this. I've never turned
a camera on and attempted to record the process. So again, this is an experiment. But my hope is that by seeing
me go through this process, seeing what kinds of
ideas I generate, what kinds of notes I'm taking, the kinds of drawings
that I'm doing, that you will get a
front row view of what the ideation process
really looks like. Now for me, I'll usually start the ideation process with
one focused session, usually an hour or so. But once started, ideas tend to come to me at all
hours of the day. So I always keep a
sketchbook handy to make sure that I can record ideas
whenever they come to me. And at those rare times that an idea comes to me and I
don't have a sketchbook, I will often send myself
a text describing my idea so that I can get it
into my sketchbook later on. Before we go into my studio, it's important for you to know that what you're going to see me doing is not the right way. It's not the one correct way to go through the
ideation process. Remember, there are no
hard rules and creativity. There are only guidelines. And what you're going
to see me go through is just one possible way of going through
the ideation phase. Yours will likely look very
different and that's great. So just a reminder of
what my project is, I'm going to create
an photograph, a series of dioramas
made from my old drunks. These dioramas may include texts that asked viewers questions. So as I mentioned before, I really don't know how this project is going to turn out. I don't know how to
make it. I don't know what it's gonna look like. This is why the
ideation phase is so important for a
project like this. Hopefully you'll see
me coming up with ideas for the finished product. What I want it to look like, what I wanted to feel like. But I should also
be coming up with ideas for how to make it. How do I go through
the process of making a diorama from my drawings? How do I take flat
drawings done on large sheets of paper and
get them into a diorama, into a 3D setting. How will I stand them up? Will there be other
objects in these dioramas? We only need to
create new drawings. How many ways can I think of to make drawings
three-dimensional? I'll also be looking for ideas, for themes and subjects. What are the actual
subjects I want in these dioramas, people,
animals, objects. I don't know yet what relationships should
there be between the questions asked in these
dioramas and the visuals? How big should they be? How should I light them? Even as I'm sitting here
preparing to generate ideas, you can see my mind
is coming up with numerous questions and that's actually a great way to
start the ideation process. Come up with questions. What do you need to learn
about your project? What do you need to figure out? What is unknown about your project? That
you need to know. This is actually
a great strategy, particularly if you're having difficulty generating ideas. Start by asking
yourself questions. It can be very difficult
to just sit down and tell yourself to generate ideas. This is often too broad
and too vague for people. But if you can
generate a series of questions about your project, what you don't know and
what you need to know. It will help you
focus your mind on generating ideas that are
relevant for your project. So let's head into my studio for this little experiment
where you're going to see me generate as many ideas
as possible for my project. So what you're seeing
here is a view from above one of my drafting tables. I have a stack of four by six
cards and depend on placing a card on my drafting table and waiting for ideas to arrive. Now instead of just waiting
passively in my head, I'm asking myself questions
about the project. The question that
keeps popping up in my mind right now is how do I use my drawings to make
three-dimensional dioramas? How can I use my drawings
and creative ways instead of letting my drawings remain flat on a piece of paper, how can I bring my drawings into the three-dimensional
world where they will operate as objects. So a memory pops up in my head. I used to use my old drawings as a wrapping paper
when I gave gifts. By folding my drawing
around a box, it immediately becomes a
three-dimensional object. So this isn't a new idea. But during the ideation phase, we're looking to grasp onto
any idea to get us started. Remember, at this stage, I'm not interested
whether or not this idea could be useful in
my project or not. Everything gets
recorded into note how simple this drawing is to
the point of being crude. All it needs to do is
remind me of the idea. So probably because I'm
now remembering ways that I've made images
three-dimensional in the past, I'm now thinking back
to my teens when I did lighting in theatrical set
construction for theaters, set designs often use
flat paintings to create the illusion of
three-dimensional environments. I could easily do the same
thing with my drawings, but on a much smaller scale. So now I'm wondering, how else could I
display my drawings on a much smaller
scale that would be impractical with
a theatrical set. How else could I stand
these drawings up? So I have the idea of
creating small stands, probably out of wood. Maybe these stands could include some form of scaffolding. Scaffolding is frequently used
in theatrical set design, and I couldn't make
much smaller versions for my dioramas. I like the idea of
scaffolding so much. I give it its own
card along with a sketch of a different
idea for a scaffold. This scaffold contains
numerous horizontal slants that I could attach drawings to. You can see so far that much of the ideation process comes
down to association. We're letting one idea
leads to another. You can also see
that my memories and previous life experience have led me to some of these ideas. So just a few minutes ago, I recorded the idea of wrapping gifts with
my old drawings. This made me think
of people opening those drawings and
tearing those drawings. So I became interested
in the idea of tearing out certain
parts of drawings. I think torn paper edges can be very beautiful
and interesting. So here you'll see me make a simple note about
torn out drawings. And of course, the same technique
could be used for text. So I'll make a note of that to push the idea even further, I could even crumble the torn
paper that the text is on, distorting it and
making it more dynamic. By crumpling paper, we take something flat and
make it topographic. Crumpled paper is
almost sculptural. Another way you can generate new ideas is to
think about scale. What happens if you make
something bigger or smaller? What would happen if I increased the scale
of my dioramas? If I made them big enough
for people to actually walk through them with
large-scale cutout drawings, I could immerse
viewers in a diorama. This makes me wonder
how else I could make a diorama in
immersive experience. This gives me the idea of putting a virtual reality camera inside a small-scale diorama with a virtual reality headset. This could create
the illusion of a life-size immersive diorama. I have no idea if ideas like
this or even practical, but at the very least,
they're interesting. For some reason. I have an image flashed in my
mind of drawings and texts on crumpled and
torn out pieces of paper hanging from strings. It's hard to know or
some ideas come from. But my guess is
that this idea may have come to me
after I organized my studio supplies and relocated my twine
threads and yarn, another image that
came to me was writing on an apple that
had been cut in half. It's not really important to understand where these
ideas come from. But the more you go through
the ideation process, the better you will
get it turning your experiences into ideas. So after taking a
break and looking at the work of other
artists for inspiration, I came back and began
generating more ideas. So a number of the ideas
you'll see me record here aren't original
or uniquely mine. There things I've
seen other artists use or that I've seen
in other exhibitions. But when I use them in my
work, with my drawings, with my creations, that I'm using them in a way
that's unique to my work. Ideas like projecting
images onto backgrounds, have been used for decades
in theatrical productions, in theme park rides, and for special
effects in movies. But it is absolutely something I can explore in my dioramas. So I record it. Once I get started, the ideas begin to
flow more freely. I have an idea about viewing my drawings through
different shaped apertures. The image of a shattered
drawing pops into my mind, which gives me the idea
of drawings and shards. An image of drawings growing out of potted soil comes to mind. So much of generating new
ideas comes down to a remixing the memories and thoughts and images
you have in your head. So after another break, I decided to select
some ideas I thought were interesting and
explore them further. I'm very interested
in this idea of using wood to create structures, to display my drawings. I start sketching
out different ideas. Here's one of a four-sided
wooden structure on Wheels. Each side contains a screen where I could display
text or drawings. The wheels bring to mind the idea that this
could move around, which in turn makes
me think that I could create Stop
Motion dioramas, dioramas that appear to move. Once the idea of
motion came to mind, I started thinking about different ways to get
drawings and text to move. The idea of texts and drawings flying through an open
window came to mind. Of course, you're just getting
a brief glimpse at some of the ideas I came up with
during my ideation process. I spent hours over two to
three days generating ideas. Here are a few more sketches
of different kinds of scaffolding or structures that I could use to display drawings. For some reason,
I had the idea of putting a nest on
top of one of them. Here's an idea for
creating set pieces using drawings of
architectural elements. Some of my ideas may be unique, most of them probably aren't, but everything gets recorded. I spent many hours generating new ideas for my project over
the course of many days. I don't usually count the
number of ideas I generate, but I know it's a lot. As I mentioned in
the lecture portion of the ideation lesson, I love taking my ideas in pinning them up on a
wall in my studio, immersing myself in the
possibilities of my project. So here you'll see
ideas on cards, ideas torn from my sketch books. You'll also see ideas
that are generated during an ideation session
just at my computer, typing out their ideas by
changing the materials that I'm using and the methods that I'm using to record my ideas. It pushes my mind in different directions
and allows me to come up with ideas that I might not otherwise have generated. Of course, this wall contains many ideas that you
did not see me record. But hopefully this gives
you a sense of what the ideation process
can look like. I generate as many ideas as
possible for my project. Nothing is judged. Everything gets recorded. As I talked about in my
becoming creative course, generating new ideas
requires that you live a lifestyle that promotes
creative thinking. Ideation is not a mere
activity that you engage in. Every once in awhile, you have to have the
habits and live your life in a way that promotes
idea generation. Now I cover the habits and
the mindset necessary for creativity in depth and my
becoming creative course. So if you haven't yet
already taken that course, I highly recommend you do. So what you've just
seen is the way that I go through the
ideation process, the way that I do it is not the right way or the
single correct way. There are numerous ways you could go through this process, but hopefully seeing
me go through it gives you a sense of
what it can look like. I have a few reflections
I'd like to share. First, you'll notice that before the ideation process
and throughout it, I asked myself questions. I asked myself what
kinds of things I wanted to learn
about my project, what I wanted to discover, what did I need to know to
make it and what effect I wanted it to have on viewers know during this video journal, you also heard me try and figure out where these ideas
might have come from. Now in reality, it's not
really important that you understand where individually
ideas come from. What is important for you
to understand is that every idea has a geneology. Ideas don't simply pop up fully formed in the
mind from nothing. New ideas come from the mind, combining and recombining
the raw elements that it has within it, your mind is filled
with memories, ideas, stories, symbols, narratives, and a near
infinite number of objects and living
things that recognizes. And hopefully your mind
is also filled with ideas from other
creative professionals. Hopefully you have a
rich storehouse of images, of paintings,
sculptures, architecture, graphic
design, dance, theater, all kinds of
creative endeavors. When you're coming
up with new ideas, it is your job to mind
these mental resources and finding new and
meaningful combinations. Another thing you may have
noticed is that many of the ideas that I wrote down
aren't really new ideas. I've seen other artists are creative professionals use them in a whole series of ways, but they still get recorded
because their ideas and methods that I can
use in my project. We're not copying the work of other creative professionals, but we can adapt the
tools and techniques that other creative people have
used for use in our project. So as you know, I've chosen a creative and somewhat
unorthodox project to work on in this course. But I used this same process of ideation when I worked on a much more
conventional project, when I wrote my book, The Art and Science of Drawing. Now when I was
writing that book, I could have just
copied what I did for my online courses, but instead, I took the opportunity to generate ideas of what
else it could be, what else I could
do with a book that I couldn't do with
my video courses. By taking my book through
this ideation process, I came up with new
and better ways of organizing the book. I added new drawings and I found new ways to teach
familiar ideas. So in this way, my book
stands on its own. It's not merely a
copy of my courses. I would not have been
able to take the book in a new direction
had I not brought it through the ideation phase? Remember, everything you're
learning in this course will work for creative and
experimental projects, as well as completely
conventional projects. Right now, my book is
selling very well. The reviews are excellent, so I can see that
approaching it in a new way, in a different way than
I approached my courses, made a big difference and made
my books stand out on its own as a quality instructional
manual for drawing. This would not have
been possible without generating new and interesting
ideas for my book, which could have been a very
straightforward project. So I hope this gives
you some insight into the ideation process, what it can look like, and how it works. You've seen me generate
numerous ideas. I haven't criticized them. I've just recorded everything
as it comes to my mind. I've let my mind free associate. I've led ideas, lead
to other ideas. I've used my memories
and my storehouse of the creative work of others to influence the ideas
I'm coming up with. At this point, I have no idea if these ideas are
useful or not. If they're practical
or if they have any place in my current project, but everything gets recorded. So in the next lesson you're
going to learn how do we incorporate new ideas
into your project. So I hope to see
you in that lesson.
6. Incorporating New Ideas: Welcome to lesson three,
incorporating new ideas. So in this lesson you're going to go through
the ideas that you generated during
the ideation phase. And you're going to select
the ones you think are most likely to improve or
enhance your project. Now knowing what kinds of ideas are likely to
be beneficial for your project requires having a sense of the impact you
want your project to have. It requires knowing what kind of experience you want to
give your audience. How do you want them to feel? What do you want
them to think when they experience your work? We, as creative people
create our work. We have a vision in our head that we are
trying to fulfill or passionate about pursuing
a particular project. And we have a sense
of what we want that project to look
like and feel like. But then once the
project is complete, it's put out into
the world where it's experienced by different
kinds of people. It's at that point we get to see whether our project
had the impact that we were hoping for when we
are evaluating or new ideas, when we're trying to
figure out what ideas to incorporate into our project, what we're really doing is
looking for ideas that we think are most likely
to give our audience, to give our viewers the
experience that we're hoping for. Now of course, this can range wildly from project
to project in order to know what to do with our project and how to
incorporate new ideas, we need to have some
understanding of what ideas are beneficial
to our project and what makes an idea beneficial
has to do with what we want the impact of our project
to have on our audience. Now we're going to
explore this concept too much further in the
next few lessons. But for now, you need to start thinking about what you want your audience to think and feel when they
experience your work. One of the best ways
I've discovered of doing this is to make a list of adjectives that I
would want viewers to use when describing my
project to someone else. So imagine your
project is complete. It's out in the world. And a stranger, someone
you don't know, experiences your work for the first time and
a friend asks them, What was the work like? What do you want
that person to say? How do you want that person to describe your work to others? What adjectives which
you want them to use? Would you want your
work to be funny or perhaps mysterious, playful, or perhaps
dark and morose, amusing or perhaps
contemplative. These are very
different kinds of adjectives and how
you handle the work, what new ideas you incorporate into the work are
largely going to be determined By what
you want viewers to think and feel and they
experience your work, which will in turn determine how they describe
this work to others. So when you're evaluating ideas, you want to look for
ideas that are going to be beneficial to your project. And how do you know that? You determine what
kinds of adjectives you want people to use when
they describe your project. This will help give
you a lens to view your ideas through and
a filter that you can use to help you
decide which ideas to incorporate in which
ideas to leave behind. Now, in my experience
at this stage, it can be difficult to know what kinds of ideas are
going to be beneficial. And it's important for you to understand that the ideas that you select today to
incorporate into your project, you're not committing
to using them. What you're doing is you're
committing to exploring them further to see how
they'll impact your project. And I'm gonna give you
a number of ways to do that over the next few lessons. But for now we're just looking
for ideas that we think are likely to be
beneficial to our project. And how we're defining
beneficial is by how we would like viewers to
describe our project. In my experience, new ideas tend to fall
into two categories. They're either beneficial
or they're not beneficial. Now ideas and the not
beneficial category may just be neutral or
you may feel that they will actively hurt your
project and take you further away from the project
that you want to make. But either way, ideas
that are not beneficial, we can leave alone for now. So that's the first category
you want to think about. Is an idea going to be a
benefit to your project or not? The next way I tend
to think about new ideas is if they
are possible or not. So beneficial ideas tend to fall into one of two categories. Either their possible or
they're not possible. And when I say not possible, I'm gonna give a few
caveats to that. Because we as creative people, should be in the business of making the impossible possible. But for now, let's assume
that they're going to be some ideas that are beneficial to our
project and that are absolutely possible
to incorporate. And they're going to
be beneficial ideas that although very interesting, that you think would be a
benefit to your project, may not be feasible with the skills and resources
you currently have. So what I've done
is I've introduced two possible categories
that you can use to evaluate your new ideas. Ideas can either be
beneficial or not beneficial. And you get to define
what beneficial is. Any idea that you don t think
is going to be beneficial to your project can
quickly be discarded. Now remember, these beneficial ideas that you've selected. You don't have to be certain
del, improve your project. You just need to be
reasonably short enough that you're willing
to explore them further. These ideas that you've
selected as likely to be beneficial will also fall
into two categories. They may seem very possible and feasible to incorporate
into your work, or they may seem difficult or near impossible to incorporate. For some of your ideas,
perhaps you don't have enough money to pursue them or you don't have the right skills, or you don't have the team of people necessary to
make them happen. So what I've tried
to give you here is a decision-making matrix. A matrix you can use
to help you figure out what ideas you want to
incorporate in your project. You have ideas that may be beneficial and ideas that
may not be beneficial, then you have ideas
that may be possible. You have ideas that
won't be possible. Any idea that you don
t think is going to be beneficial can be
quickly discarded, then you're left
with two categories. Ideas that are
beneficial, impossible, and ideas that may be beneficial but don't
seem possible to you. So any idea that you think
is likely to be a benefit to your project and is
possible to incorporate. That's a no brainer. Select that idea to
explore further. Now I think where
creative people really shine is in
this category of ideas that may be beneficial but seem difficult or
near impossible. So here's some strategies
that I use with those ideas. I don't simply write them
off as being too hard. I asked myself this question. If I had to pursue that
idea, how would I do it? If for some reason I
was forced to pursue the ideas that I thought
were likely to be beneficial but not possible. How would I make them possible? What I need to
learn a new skill, what I need to fund raise
when I need to hire a team of people or
consult with an expert, if I had to pursue these
ideas, how would I do it? The reason I think this is
so important is because many ideas that we initially think of as being too difficult, we can actually solve if we put our creative problem-solving
skills toward them. Now of course, in the video
journal for lesson three, you're going to see me put
these ideas into action. So if all of this seems a little theoretical now, don't worry, you're going to see theory put
into practice soon enough. Now before I set you
loose on your task, there are a few additional
thoughts I'd like to share. The first is that so
far I've presented a seemingly simple way to select new ideas to incorporate
into your project. But nothing about the
creative processes that straightforward. I certainly don't
want to give you the impression that all you need to do is use this
decision-making matrix. And voila, you will have selected the right
ideas for your project. It doesn't work that simply. There's a lot of
intuition that goes into selecting the right
ideas for your project. And I am very confident that
in many projects I have selected ideas to incorporate that may not have
been the best ideas. I'm also very confident that ideas I wrote off
and thought of as non beneficial would likely have benefitted my project in ways
that I can barely imagine. This is the risk
of creative work. Nothing is straightforward, and we will likely
never know if we decide correctly which ideas to incorporate
into our projects, in which ideas we leave behind. But remember, it's better to select an idea that
isn't perfect and move forward and continue
to work than it is to not select any ideas and
have your projects stall. By selecting an idea
in working through it, we will likely discover
whether or not it has a beneficial
place in our project. If we discover it doesn't, we don't have to use it. So there's little risk and
making a wrong decision here. And while we're
working through it, we'll learn about our project
will make distinctions, and that is so important. In fact, every once in awhile, I will select ideas
to incorporate into projects that I don t think are beneficial just to
see what happens. Remember, there's a huge experimental aspect
to creativity. We need to be open to exploring new ideas just to
see where they lead. What I can tell you
is that the more you go through the ideation process, and the more you select ideas to incorporate and work
through those ideas, the better you will get at both generating ideas and selecting which ones to
incorporate into your project. The only way to do that
is to gain experience. So again, I don't want to
give you the impression that selecting new ideas comes
down to a black and white, clear cut decision
making matrix. It doesn't, but I find a tool like this to
be a useful guide. It may help you determine
which ideas to incorporate, particularly if
you're struggling. So the final thing I wanted to share with you
before we get you to your task is how I make these
decisions in my own studio. Yes, I think about which ideas might be
beneficial and which are not. And yes, I try and
figure out which of those beneficial ideas are possible for me to incorporate. But really what I'm looking
for when I'm evaluating my ideas is what impact
they have on me. Some ideas just
seemed compelling to me for reasons I
often can't explain. Sometimes as I'm generating new ideas during
the ideation phase, I'll come up with
an idea and it will strike me as immediately compelling and interesting and something that I'm excited to incorporate into the project. You have that experience. Immediately make a note. That's a great
experience to have. Other times as I'm going
through the ideation phase, I'll record an idea and it won't strike me as interesting. But as days go by, it keeps popping up in my head. For ideas like that, I will often
experiment with them just to see what they
do in my project. So really I'm just
looking for ideas that produce some kind
of strong reaction, whether it's immediate or
whether it's days later, because that's what we really want from people who
experience our work. We want an emotional reaction. We want them to feel something. And if we feel something, if we have a strong
reaction to an idea, it makes it more likely that
our audience will as well. So yes, if you're trying
to figure out which ideas are most likely to
benefit your project. And you want to know which of these ideas you can
actually incorporate into your project with
your current level of skills and the current
resources you have. But you're also
looking for ideas that produces strong reaction, even if it's not necessarily
a good reaction. Because we want our
audience to feel something. We want our audience to
connect with our work, whether it's on an
emotional level or an intellectual level or both. And feel free to use your
intuition to help guide you toward which ideas might be beneficial
to your project, even if you can't explain why. Okay, So here's your task. First, make a list of
adjectives that you would want people to use when
describing your work. Remember, that's what
an adjective is. It's a describing word where
it's like funny, dark, scary, light, humerus, amusing,
thoughtful, mysterious. You want to make a list of as many adjectives as you can
think of for your project. That list of adjectives is
how you're going to evaluate whether an idea may be beneficial for your
project or not. So the next part of your task
is to select a minimum of three ideas that you think are most likely to be beneficial
for your project. How do you know which ideas
are beneficial there? The ideas that are going to push your audience to describe your work using the adjectives from the list you
just came up with. But remember, if you
find a 90th compelling, even if you're not sure
if it will be beneficial, even if it doesn't meet the list of adjectives that
you came up with, feel free to explore it further. Now remember, in this lesson, all you're doing is selecting which ideas to explore further. You're not committing to
using them in your project. And I'm not asking you to
explore them just yet. All I'm asking you to do is evaluate the ideas that
you came up with during your ideation sessions and
select some you'd like to explore further that
you think will be a likely benefit
to your project. The last thing I want to
share with you is this. Now in your task, I've told you to select a
minimum of three ideas. But remember, the reality is, sometimes you're going
to have a lot of ideas you're interested
in incorporating. Other times you may go through your new ideas and
find that there aren't any there that
you're interested in incorporating into your project? I've had it happen both ways. So if you go through
your list of new ideas and only one of
them jumps out at you. That's fine. You can
select just one. If you want to explore a dozen or more new
ideas, that's fine too. Remember, you can go through
this project at your pace. Now, if you've gone through the ideation phase
and you haven't come up with any new ideas that you're interested in
exploring further, I recommend going through
the ideation phase again. Remember the
guideline I live by, no matter how good I
think my first ideas are, nearly every idea can be
improved or enhanced. So I go in assuming that
no matter how good I think an idea is that it can
always be improved. And I urge you to do the same. Even if you discover later that your first idea really
was your best idea. You will know for certain because you've explored
the other options, but I will tell you
that's pretty rare. So go select some new ideas that you want to
explore further. I will see you back here
for the video journal where I'm going to put
these ideas into practice. And you're going to see me
evaluate my new ideas to figure out which ones I want to incorporate into my project. After that, I will see
you back here for lesson for when you're going to
learn how to prototype.
7. Incorporating New Ideas Video Journal: Well, hello, Welcome to the video journal
for lesson three. In this video, you'll
see me evaluate the ideas that I generated
during the ideation phase. And you'll see me
select a few to explore further to see how
they're going to operate in my project. Now before we begin, I'd just like to give you a reminder of what
my project is. I am intending to
use my drawings to create dioramas that
ask viewers questions. So if you remember at the beginning of
the ideation phase, I didn't know how to make it. I didn't know what I
wanted the work to look or feel like I just had a broad idea of
what I wanted to do in, during the ideation phase, I generated numerous ideas to help me figure out
how to make this work, what it should look
and feel like, what kind of elements
that should include. So during the ideation phase, the whole point is to
generate as many ideas as possible and not be
critical about those ideas. In fact, you even
saw me seek out wild ideas that were unlikely to be used
in the final project. But that kind of thinking allows me to view the project
in a whole new way. And it is very likely
to allow me to generate ideas that I would never have come up
with otherwise, as I'm evaluating my ideas, I'm still generating
questions to help me figure out what ideas
I want to incorporate. And in particular, these
questions usually revolve around the various creative
problems and challenges that I need to solve in
order to make the work. Now I've also asked you to
generate a list of adjectives that you would want viewers to use when describing your work. Those adjectives
will help give you a filter through which
you can view your ideas. It will help you understand what kinds of ideas are
likely to be beneficial for your project
and will produce the impact on viewers
that you're hoping for. So in addition to coming up
with a list of adjectives, part of my process is
generating questions, and that's a theme
you're going to see throughout the entire
creative process. For me, I'm always asking myself questions about the work. And once a project
gets started, for me, the process of asking questions and ideation never really stops. It extends throughout
the duration of the project and gets used in
a number of different ways. So I made a list of
adjectives for my project. I'm not going to read
you the entire list, but I'm just going to
focus on some of them. I'd like my work to have
a sense of mystery to it. So I have the word mysterious, but it also like it to
seem somewhat playful. I'd like the work
to be intricate, to include a lot
of subtle detail. I'd also like it to
include texture. I love work that has a lot of different kinds of
textures to it. Now, I love to draw. So it's important
to me that the work exhibits a lot of
skillful drawing. That's such an important
element for me. I like to do work
that's creative, but I always want my
work to be rooted in extremely skillful drawing. So on my list I also
have words like dynamic. And in particular, I want the
composition to be dynamic. I don't want it to be
too formal or too rigid. I want a lot of diagonals
and flowing lines. I also want the work to be
thoughtful or contemplative. I want viewers to go away really pondering what they just saw. As you know, I'm going to include questions
in my dioramas. So when people see my work, they're actually
going to be asked questions in the work itself. So my hope is that
viewers going away thinking about these
questions and maybe even try and answer
these questions for themselves and
about their own lives. I want the work to have
a lot of contrast, both in terms of visual
elements as well as content. So I'm hoping my work
has a lot of contrast. I want really deep blacks
as well as bright whites, but I also wanted to contrast
and the composition. I want to include
parts of it that seem very structured and rigid, but other parts that seemed
very chaotic and dynamic. I also included the
word immersive. I want the viewers to
feel like they could step inside these dioramas. So this is just a partial list of the adjectives
that I came up with, but hopefully it starts
to give you a sense of what I'm hoping this work
will look and feel like. It also gives potential clues
on how to make the work. Just by going through this
process of listing adjectives, it forces me to think about
what I want the work to do, what I want it to be, and how I want viewers to experience it. So with these early stages, any activity you
can engage in that helps you visualize
the work and figure out how you want it to impact viewers is going to be extremely helpful if you're struggling to select ideas that you want to
incorporate into your work. In addition to
listing adjectives, try asking yourself questions. It's just one more strategy you can use during the
creative process. So in the video journal
for lesson two, you saw me go through the process of
generating new ideas. So I'm not going to
revisit the ideas here. Instead, I'm going to show you which ideas I've selected
and tell you why. So for me, the
biggest challenge of creating these dioramas
was how to make them. I know I want to use my
old drawings that are stored away in flat
files here at my studio. But how do I take those flat
drawings on large sheets of paper and turn them
into dioramas subjects. So I have this idea
of cutting them out and collaging them together. And again, that's a great start. But one of the biggest
problems I'm trying to solve is how do I get
them to stand up? If I were making a collage
on a flat sheet of paper, I could just glue
them straight down, but these are supposed to be standalone
three-dimensional elements. So first I was looking for any solutions that would help
me display the drawings. That would give me a way to
take these cutout drawings, collage them together
in, stand them up. So there are two ideas that I've found that would
allow me to do this. So if you remember first
that came up with an idea to display drawings on
stands or scaffolding. And I did a little sketch
of what appears to be a drawing in a frame that
is displayed on a stand. Now, in my mind, the stands or scaffolding could
be made of wood, Probably simple password, the same kinds of
things you would build model airplanes out
of or architectural models. It's lightweight, it's
inexpensive and it's easy to cut. So I started to
ask myself, well, what else could I make
out of that wood? I immediately came
up with the idea of scaffolding or screens that I could have fixed drawings to. So I can use horizontal
or vertical slats of this lightweight wood in create a semi-transparent screen that I could have fixed drawings to. I don't know yet whether
drawings will be taped or glued or fixed
in some other way. But this scaffolding
or wooden screen would absolutely allow me to
a fixed drawings to it. When I was generating
these ideas, you'll notice they
seem separate and they were put on two different cards, but I'm counting
them as one idea. This idea of constructing simple scaffolding or stands for lightweight wood that
would allow me to display my drawings and get
them to stand upright. So the idea that I'm going to incorporate into my project is that I am going to build
wood scaffolding in screens. So hopefully this
will help me solve the problem of how I
take flat drawings, cut them out, collage
them together, and stand them up
right in the dioramas. So another problem I
was trying to solve was how to get text
into the dioramas. So as you know, I've
had this idea that each diorama could
include a question. When looking through the
ideas I came up with. One idea is stood out
the idea of putting text on torn out
and crumpled paper. Now I like this idea
for a few reasons. First, if you remember some of the adjectives I use,
I wanted texture, I wanted dynamism, torn
out paper has a rough, interesting edges that
are very textural. And of course, when
you crumple paper, it becomes topographic, it becomes very
three-dimensional. Again, another element of
texture, additionally, crumpled paper and
torn out edges will have a lot of roughness
and diagonals. All of these diagonals and unpredictable edges will
appear very dynamic. The next idea I'm selecting to incorporate into my project is text on torn out and
crumpled pieces of paper. Now both of these ideas, the wooden scaffolding
and screens, as well as the
crumpled paper texts, are both very possible to do. So I think there'll be
beneficial to the project. They helped me solve a number of challenges and they're
accessible for me to experiment with
the current skills and resources that I have. For the third idea, I'm going to select
an idea that I think will be beneficial
to my project, but didn't seem possible
to me at first. And I'm going to take it
through another ideation phase to see if I can get it to work. Because remember,
that's what we as creative people are
supposed to be doing. We are supposed to
not just go with what's easier, what's obvious, but to explore new
routes of doing things, to push ourselves to come
up with creative solutions. And that is always going
to be more difficult than doing what's expected,
common or conventional. So in order to demonstrate how to deal with ideas that seem beneficial to your project but not possible to accomplish. I've pulled two
from that category. I pulled these two ideas because
to me they seem related. So the first idea is a full-scale walk
through experience. So instead of just small-scale
tabletop dioramas, for this idea, I imagined immersive dioramas
that people could actually walk into and to occupy
with huge drawings, both as backdrops and
as stand-up elements. Now I really liked this idea. I think it's very exciting. It makes it almost like
a theme park attraction. But I hope you can see
why I would put this in the not possible category. An idea like this would
take a huge amount of time, money, and resources that
I don't necessarily have. The second idea I
selected was for an immersive virtual
reality experience. The idea for this is that
I could create dioramas and put in a 3D virtual
reality camera. With a virtual reality headset, you would be able to
put on the headset and feel like you were
inside this diorama. So both of these ideas are all about immersing
people in a diorama. So although these ideas are
a bit different in nature, hopefully you can see that they have immersion at their heart. I find both of these ideas very exciting and very impractical. So how do you deal
with ideas like these? How do you deal with these ideas that seemed really exciting but very difficult to accomplish and incorporate
into your work. So one way I deal
with ideas like this, depending on how
exciting they seem, is I ask myself if I had to accomplish this,
how would I do it? This is such a great
question because it presupposes that
it must be done. And instead of generating
ideas why it won't work, you're much more
likely to explore ideas that would
make it possible. So let's take the virtual
reality idea as an example. Now for me to purchase a
3D virtual reality camera, learn how to use it, learn how to edit that video and learn how to put it
up on a VR platform. Now that's a lot of
extra work that goes on top of a project that I don't
even know how to make yet. Now, if an idea is
exciting enough, you may just want to go for it. So if money is a problem,
consider crowdfunding. Now I'm not going to be
crowdfunding it all here, but that's an option that
anybody has at anytime. The barrier to an
idea is new skills. Well, my guess is that there
are areas of your life, habits you have or activities
you regularly engage in that you could replace
with learning a new skill. Now, many people spend
an hour or two every day scrolling through Instagram
or playing video games. Imagine what you could
learn if you replaced that time with pursuing
and learning a new skill. Now, in my experience,
crowdfunding, grant writing, skill development, or
asking for friends to volunteer can solve
a lot of problems. There are a lot of good
strategies you can use to pursue ideas if you think
they're exciting enough. Now for many of you, that
will sound like a lot. So what I'm going to demonstrate now is how to take
these ideas that seem really exciting but
impractical and tone them down. I'm going to ask if
there is a version of this that would get me
most of the way there, but that would not take
as many resources, wouldn't take as much money, or wouldn't take as much
new skill development. How can I make this great idea that I'm very excited about, but that seems impractical. How can I make it
more practical? How can I bring an
idea that seems out of reach, into my reach? How can I make it accessible? How can I accomplish
this idea with my current skills and resources? The barrier for so
many interesting but in practical ideas is money. So is there an inexpensive
way to do this? First, I went online and I searched for cheap
virtual reality. So some of the search
results I got back included cardboard headsets that you could use for virtual
reality with your phone. So I decided to take a look at these designs for
cardboard headsets. What I learned is that
they are essentially just cardboard versions of stereoscopic viewers that were designed in the Victorian era. Now stereoscopic photography is now actually known under
a common nickname, which is Victorian
virtual reality. But all you need to
do in order to take stereoscopic photographs
is have a camera. Now if you're not familiar
with stereoscopic viewers, Here's how they work to
create 3D images for use. And is stereoscopic viewer. All you need to do is take one photograph slightly to
the left of your subject, and then one photograph
slightly to the right. And then use a stereoscopic
viewer to combine them to create the illusion of a
three-dimensional photograph. Now I'm not quite
sure how I'm going to incorporate this
into my project yet. But what I'm thinking
is that I will have already made
three-dimensional dioramas. It'll be a pretty easy
additional step for me to take two extra
photographs of each diorama. So as I'm photographing
my dioramas, I'll take one photo
directly in front of it. That'll be the
photo that I use on the website and in print. But additionally, I can move the cameras slightly
over to the left and take a photograph
there and then over to the right and take
another photograph. So I'll have a
stereoscopic pair. Now, these two images I
can use later on to create a three-dimensional stereoscopic
experience for viewers. Although to be honest, I don't know how I'm
going to do that yet, but remember, this is how
the creative process works. We come up with ideas. We select the ones we think
are interesting and that will be beneficial and we
explore them further. So the third idea that I'm
going to incorporate into my project is
stereoscopic photography. For each diorama I create, I'm going to take a pair of stereoscopic
photographs that I can combine later to create a three-dimensional
experience for viewers. So I've started
with this idea of immersing viewers and a diorama. And those ideas
included either making giant life-size occupy
a little dioramas, which is very impractical. Or spending a huge amount
of money on getting a three-dimensional
virtual reality camera and moving them inside dioramas. Again, interesting idea,
but very expensive. Not to mention, I
would have to learn a huge number of new skills in order to take that idea
from concept to completion. Now I'm not unwilling
to do that, but I wanted to
demonstrate how to take ideas that seemed out of reach and bring them
in to reach with your current skills
and resources. I think that's a much
more powerful way to solve these problems. And it makes so many ideas
so much more accessible. So I found a way to
create an immersive, three-dimensional
experience with a camera that I already have. Simply photographing the work
that I'm already making. And although I
don't know what I'm going to do with them yet. I am confident that through
further ideation sessions, I'll be able to generate ideas and come up
with solutions. So I've taken these
ideas that seemed out of reach and I've
scaled them down. I've taken these large-scale
impractical ideas and made a practical
version of them. Now are stereoscopic photographs
as exciting as immersive walk through dioramas or 3D
virtual reality experiences. I don't know, but what I do
know is this is an idea I can actually accomplish with my
current skills and resources. And it's an idea I would
never have thought of Had I not explored this more
wild, outrageous idea. Hopefully you can see
why it's so important to generate these wild
ideas because they will push your thinking
in whole new ways. So before we wrap up
this video journal, there are a few more things
I'd like to discuss. Now. I know many of you have much more conventional projects than the one you see
me pursuing here. So I'd like to tell you a
quick story about how I incorporated new ideas into one of my more
conventional projects, my book, so of course, my book is all about
learning to draw, which means that it has
hundreds of drawings in it. Knowing the initial
designs for the book, the drawings were quite
small on the page and they were simply placed
in-between text blocks. And of course, this is
very common for books. This is the easiest and most conventional way to do a layout. But I wanted to go
further than that. I wanted to do
something different, something more interesting,
something more creative. Now as you can tell
from these videos, I really liked the idea
of immersing my audience. But how do you do that
with the book too, instead of just having
these small images of my drawing sandwiched
in-between the text. I wanted to make the drawings as big as they could possibly be. So when I'm practicing
my skill development, I draw on large 18 by
24 inch sheets of paper and I fill them with sketches
of objects in the book. I wanted to re-create that experience of
standing in front of a large piece of paper filled
with practice drawings. So I asked the publisher and
the designer if we could reproduce these practice
drawings as large as possible, full bleed going
across two pages. So the initial designs
of the book had small images of my
drawings in-between text. But look the final product. Here we see a drawing
produced full bleed. It covers the entire
spread of both pages. So I think this does
a much better job at immersing the readers
in the book to give readers a sense of what
it feels like to stand in front of a large sheet of
paper filled with drawings. Now of course not all of the drawings in the
book or like this. But what I will say is all of the drawings ended
up being much bigger in the final version
of the book than they were in the
initial designs. This came out of my
goal of wanting to immerse readers in
the world of drawing, to make the drawings as big
as possible whenever I could. This is a great example
of coming up with creative ideas for a much
more conventional project. But being creative, even
in conventional projects, means going beyond
what's common, going beyond what's
conventional in seeking interesting solutions
with a goal of giving your audience a
unique experience. So the final thing I'd like
to share is that for me, once the ideation phase
gets started in a project, it goes throughout the
entire rest of the project. Whenever I come across
a challenge, a problem, a barrier that's
stopping me from moving forward, generate new ideas. I go through
ideation sessions to figure out how I can
solve these problems, how I can move forward. I use ideation for both
big and small problems. That's why I'm introducing
the strategy of ideation at the beginning
of the creative process. Not only is it essential
here at the beginning, but it's an essential
strategy that you can use anywhere throughout
the creative process. So I hope this video has given you a sense of how to evaluate your ideas and how to select some to incorporate
into your project. I will see you here
in the next lesson when you're going to learn how to take your ideas
and prototype them.
8. Prototyping: Hi, Welcome to lesson
for prototyping. So before we jump
into prototyping, let's take stock of where
we are in this course. First, you selected a
project to work with, with the intention of completing this project by the
end of the course. Next, you generated new
possibilities to explore what your project can do and be out of the ideas
you generated. You selected some ideas
to explore further. So at this stage of the process, you've done a lot of creative
planning and exploration. You should have a good idea of what your project is about, what the possibilities are. But up until now,
nearly everything has been conceptual work. We haven't yet taken your ideas and put them into practice. That changes today. Now, we get to
actually begin making things and we're going to
start with prototypes. Now one of the biggest
misconceptions people have about the creative
process is that artists and designers
have an idea and they just get to work on
the finished product. This is rarely, if ever true. What tends to separate
amateurs and enthusiasts from creative professionals
is prototyping. Successful creative professionals
across a wide range of creative fields rely
heavily on prototypes. What exactly is a prototype? A prototype is a
preliminary version of something from which other
forums are developed. Now, prototypes can vary
wildly from field to field, but they tend to have a
few things in common. Prototypes tend to be scaled
back versions of a project. They tend to be
smaller, simpler, less expensive, or
easier to make. Prototypes serve two
primary purposes. First, they allow you
to test your ideas, to get them out into reality, to see how they really work. So they allow you to
gain knowledge and experience working
on your project. The second function prototype
serves is to get feedback. You can show your
prototypes to other people and get them to experience
a version of your project, even if that version
is scaled down. But by showing it
to other people, you can get feedback
about your work. So to help you understand
what prototypes are and why they're essential
to the creative process. Let's take a look at some of the common prototypes you'll
see in different fields. So one of the most common
prototypes used by both visual artists and designers is the
preparatory sketch. So before a painter begins
a large painting or before it designer actually
does a screen print. They'll often make a series
of preliminary drawings just to explore ideas and
to get them out on paper. Sometimes painters
will make what is known as a thumbnail sketch, a very small sketch
that will allow them to work out
issues of composition, light and shadow patterns, color design, or anything else they might be
struggling with. E.g. before Michelangelo painted the Sistine Chapel ceiling, he did hundreds of
preparatory drawings. Now these drawings
are considered works of art in
and of themselves. But hopefully you can
see that these drawings, as good as they are, are a scaled down version
of the final paintings. Michelangelo worked out
the designs that he would eventually paint on the
Sistine Chapel ceiling. But he worked them out
through drawings first, these drawings are
just a fraction of the size of the final paintings. But he did not just have an idea and start
painting in-between his concept and
the finished work or hundreds of
preparatory drawings. Let's move to another
creative field, architecture. Now of course, we know
that architects don't just have an idea
and begin building. They do dozens of
preliminary drawings and then they make scale models. So architects tend to use
two kinds of prototypes, plans, elevations,
and section cuts, and then scale models. By creating a small
prototype of a building, architects are able to
work out all kinds of issues that are difficult to see in two-dimensional drawings. I hope it's obvious that working these issues out in a
scale model is much easier and cheaper than building a structure and then figuring
out what's wrong with it. Now, as I mentioned before, prototypes can also be
used to get feedback. Michelangelo would have
presented his drawings to his benefactors along before he ever got started painting. And of course, architects show their scale models to
their clients to make sure that our clients
are happy with the project and to see if
any changes need to be made. So again, we see prototypes
first being used to work out any issues that may come up when a project leaves the mind, it goes out into reality. But we can also see prototypes being used to get feedback, to see how people react to
your work in the real-world, it's important to
realize that when a project only
exists in your mind, you don't have a sense of
how it's going to work in reality or how people
will react to it. Prototyping help solve
both of these problems. So as I mentioned,
prototypes can take all kinds of forms depending
on the creative field. Prototypes can be two-dimensional
or three-dimensional depending on the project and the problems you're
trying to solve. But despite their differences, prototypes do have
some commonalities. So I'd like to share some of the common characteristics
of prototypes just to get you thinking
about how you can use prototypes for your project. First, prototypes are
usually done quickly, or at least much more quickly
than the actual project. It should be obvious that a
scale model for a building is much quicker to build than
the actual building itself. Next, prototypes are
usually simplified. A prototype doesn't
need to address every detail in the
project. It shouldn't. A scale model doesn't include
light switches or plumbing. It's just there to work out the broad shapes and
forms of a building. A prototype can edit out any unnecessary detail that
it's not trying to work out. A prototype should focus on whatever idea you're
trying to solve, but you can edit out any unnecessary ideas
or information. Next, prototypes can be small. Now it's important to note
that prototypes aren't always smaller than
the final product, but they can be small. Scale models are much smaller than the
buildings they depict. And finally, prototypes can be cheap or at the very least, less expensive than
the final product, depending on the prototype, you can use less
expensive materials or because of prototype
is often smaller, you can use much less of whatever material your
prototype is made out of. Because prototypes
are usually much less expensive than
the final products, you're free to explore
and experiment. You're free to create
things that may not work, and that's completely fine. Using prototypes to work
out these issues is a much less expensive way then to create the
final product. Only then to realize that some essential aspect of it doesn't work the way
you thought it did. So most prototypes can be quick, simple, small, and inexpensive. Now not all prototypes meet
all of these criteria, but this should help get
you started thinking about what your prototypes
can do and be, and what problems they
can help you solve. And how you can use
prototypes to figure out aspects of your project
and get feedback later on. Now before we get
you to your task, I just want to provide
a list of some of the prototypes used my
creative professionals. So as we already talked about, visual artists and
designers of all kinds use preliminary drawings
and sketches as prototypes. Now we've talked about
architects using scale models, but scale models
are also used by furniture designers,
theatrical set designers, product designers,
in any other kind of design where three-dimensionality
is a factor, fashion designers
use test garments. These tests garments are
often known as Muslims. Now these tests
garments, or Muslims, are a good example of
prototypes that are often the same size
as the final product. So test garments can
be cheap, simple, and quick, but they're often not smaller than
the final product. Other common prototypes
includes storyboards. Storyboards are
used by filmmakers, video game designers, and even
the theme park designers. In addition to storyboards, video game designers
will often create three-dimensional
virtual walk-throughs of their games to test out
environments and gameplay. In the publishing world, authors will use all
kinds of prototypes. First, they often
outline their books. Next, they create
draft after draft, where depending on
the type of book, they'll figure out things
like organization, storyline and plot or
character development. And before a physical
book is printed, the publishers will
order a proof. It is a full size printed
version of the book, but they only make one
of them just to see what the book looks like
in its physical form. This final prototype is used to see if there
are any other changes the publisher or
the author want to make before a book is printed. This is a good example
of another prototype that is the same size
as the final product. But hopefully you
can see the value in printing one single book that everybody gets to sign off
on before printing hundreds, thousands, tens of thousands, or millions of copies of a book. Now this is a very incomplete
list of prototypes, but hopefully you
can get a sense that nearly all creative
professionals, you use prototypes both
to solve problems in their projects as well as to get feedback from other people. So the important
question now is how are you going to use prototypes
for your project? So here are some considerations. The first question
I always ask is, what problems am I
trying to solve? Prototyping is an excellent
way to solve problems. It forces you to make decisions about your work and it
gets your ideas out into reality where they can be tested and shown to
others for feedback. While your prototype be two-dimensional or
three-dimensional. And remember, you can make as many prototypes as you need. So if you want to start with a two-dimensional
prototype and move on to a three-dimensional
prototype. That's fine. Remember there are
no hard rules in the creative process,
only guidelines. Another great
question is how can your prototype be simplified? Remember, the goal
of the prototype is to work out problems quickly and easily before you
get to the final product. For the final consideration,
ask yourself, do you need to prototype the entire project or can you focus on a small
portion of it? Prototyping can be used in so many different kinds of ways throughout the creative process, I tend to prototype a lot. Prototyping is one of my
favorite methods of solving problems and getting
feedback to for any project, I'll often create
dozens of prototypes before I ever start
the final product. This allows me to
gain experience, to learn how the project works, and to see how other
people interact with it, and that is so valuable. Okay, So here's your
task for this lesson. Decide what you're going
to prototype to do this, figure out what problems
you're trying to solve. You have your original
ideas for your project and you have new ideas that
you want to explore further. Now it's time to put all of these ideas together
into action. So if you're creating
a comic book, Let's say that
you're not sure how to end your story or you have a couple of different ideas
about what the plot could be. So try making a few different versions
of your comic book, but make each 13 to five pages focus on only the
essential plot elements. Or if you're writing
a children's book, try and create the
shortest version of that book possible
or creative version with simple sketches just to work out your story and to
see how people like it. If you're making clothing, consider making
small-scale versions just to see how they operate. Or you can consider making full-size versions out of paper or less
expensive material. Remember, a mere sketch of your idea can be thought
of as a prototype. So you want to figure
out what prototypes you need for your project. Prototype should help
you solve problems and provide you with something
that you can show to other people to get feedback. Once you know what problems
you're trying to solve and what feedback
you're looking for. Get started prototyping. I'd like you to
make a minimum of three prototypes
for your project. Your prototypes can address the entire project or focus
on small parts of them. Hopefully, these
prototypes will include both your original
ideas for your project, as well as new ideas that you're not quite sure how
to incorporate yet. Prototyping is the best way to experiment with
your new ideas, to see how they
will interact with your existing ideas
for your project. So I'm very excited
for you right now. This is one of my
favorite stages of the creative process, where all of the ideas and
conceptual planning gets put into action and we get
to start making things. We get to start bringing
our ideas into reality. Even though prototypes or
not the final product, they are still a huge step
forward where we get to test our ideas and
eventually get feedback. If you're so inclined. Now, you can watch the video journal
where I'm going to put my ideas into practice and use prototypes in a
wide range of ways. So I hope these video journals have been useful for you to see how I put these
ideas into practice. So once you're done
with your prototypes, I will see you back here for lesson five when you're going to learn how to present
your work to others and how to get feedback.
9. Prototyping Video Journal: Hi, welcome to the video journal for lesson for prototyping. In this video journal, you're
going to see me get into the studio and start
prototyping my ideas. Now it's important to know
that everything we've done in this course so far
has been conceptual. We've generated a lot of ideas, but we haven't yet
made anything. The prototyping phase is
where we put our ideas into practice and actually start making things for our project. In this video journal,
you're going to see me doing a lot of prototyping. And of course, the
prototypes you make are going to be completely
different from what I make. But nevertheless, my hope
is that this video journal gives you a sense of how
important prototyping is, how it can be used and what
can be learned from it. And the goal of these prototypes is to get experience with our project and to have something that we can show
others to get feedback. So first, we have to
decide what to prototype. So for my project, I've got some ideas
I'm excited about. I've got some ideas that
I wanted to explore, but so far, I don't know what the project is
going to look like. I don't know how
to make the work. I really don't
know much about it beyond the simple
sketches I've done. This means that I need
to prototype a lot. I need to prototype nearly
every aspect of this project. Not only to figure out
how to make the work, but hopefully how
to make it well. So before we begin, I just want to remind you
of what my project is. I am creating and photographing dioramas made from my drawings. These dioramas will attempt to depict the interior
space of the mind. And they may include texts
in the form of questions. So to me, this is such an
interesting part of a project, particularly one that I don't
have any experience with. When I hear this
description of the project, I get pretty excited. But again, right now, I really don't have any idea of what the final result
is going to look like. I have to invent the process, the visual language, and the
standards for the project. So I can tell which pieces are working and
which pieces aren't. In. Prototyping is the best
place to learn these things. So again, I need to
use prototypes to figure out nearly every
aspect of this project. So first, I'm asking myself, what specific problems
am I trying to solve and what do I need to
learn about the project? That's one of the best ways I've found to direct prototypes. So in order to make dioramas, I need to figure
out how to create backgrounds for these dioramas. I need to figure out
what my drawings look like when I cut them
out and put them together, I need to figure out how to take my cutout drawings and how
to stand them upright. I need to figure out how all of these elements
operate separately. And then I need to figure
out how to get them to work together in a single
finished piece. So I have a lot to figure out. But I like to keep in
mind that prototyping is such a great place to
figure these things out because there's
no pressure here yet. I can explore, I
can make mistakes. I can make prototype
after prototype until I solve all
the problems I have. So I'm going to
start this project by going into my flat files, pulling out dozens of old
drawings and cutting them out. To me, that's the
most obvious place to begin because these
cutout drawings, you're going to be the
primary visual element in these dioramas. So now that I've cut
out dozens of drawings, I need to see what they
look like together. So to start, I'm just going to put drawings down on the surface and start combining them
to see what images arise. One thing I think is
fascinating about these cutout drawings is each one of them
is like a symbol. They're not simplified symbols. There's a lot of care that's
gone into these drawings, but each individual
drawing cutout seems to carry with it a lot of meaning and connotation in the image of an eye
is so powerful, a drawing of an eye seems to watch us as we are
looking at it. It brings up ideas
of introspection, of seeing both literally
and metaphorically, of attempting to understand, of investigation
connection between others. But there's also something
a little intimidating about an AI that never blinks
and just stares back. Here's an old drawing I
found of a witch's hat. This brings up ideas
of Salem witch trials, superstitions, Halloween,
the occult, the unknown. So even a simple drawing carries
with it so much meaning. Figures are of course
always very powerful. They remind us of our power, but also our mortality. They're beautiful and
vulnerable at the same time. So this particular
drawing wasn't finished, and in particular I
hadn't finished the hint, so I just cut it out
without the head. So the next question is, what happens when we start
to bring them together? How do they play
off of each other? How can they be combined? How does laying
one image next to another impact the
meaning of both of them? Just seeing these drawings
together on a surface, even without combining
them in any specific way, it creates a really
rich tapestry of ideas, memories,
and meanings. So for those of you
that are familiar with my more traditional
drawing work, you'll know that I absolutely
love figure drawing. So my flat files are filled with unfinished drawings and
sketches of the human figure. The human figure is such
a powerful symbol in art. So as I start trying to
combine these images together, I'm going to start
with a figure. So again, I'm not looking for anything in particular here. I'm just randomly grabbing drawings and putting
them together. Just to see what they look like, what they make me think about,
what they make me feel. So right now with
these combinations, I'm just looking for anything
I think is interesting. Anything that is evocative, anything that I
haven't emotional or an intellectual reaction to buy collaging different
elements onto the same figure, we get completely different
meanings and results. So at this stage, I'm not being critical of these at all yet. I'm not trying to figure out
if these are good or bad. I'm just trying to gain
some experience as to what these drawings look like
when collage together. So these individual
elements combined together seem to create cameras. There's something both playful and disturbing about
these combinations. This is an interesting idea, putting a witch's hat
on top of an eye, which has had a top. And I makes me think about
both the power of observation, but also how our observations can be distorted
by superstitions. So of course, right now in
these collages don't have any intrinsic or
intentional meaning. I'm just experimenting with how they operate when combined. So I think these collages of drawings are pretty interesting. I think they're very evocative. So even though I'm
probably going to interpret these images
differently from other people, the fact that I think they're
evocative is a clue that hopefully others will find
them evocative as well. So before using these
collage drawings in three-dimensional dioramas, I wanted to see what
they would look like just in a
two-dimensional format. So I decided to place these drawings against
simple backgrounds. Here you can see
I've also started combining them with words. I wanted to see what
these drawings would look like when juxtaposed with text. So the text you see here was printed on paper
and then torn out. I think the rough edges of the torn paper give the texts
and more handmade look. But seeing it now
with the drawings, I think I'd like to push the handmade quality of
the text much further. So at this point, I
have cut out dozens of drawings that I can
use in my dioramas. I've collage them
together to see what they look like
with one another. And I've tested them against
drawn backgrounds with text. So my first impressions
are pretty positive. I like the aesthetic
that's developing here. I think the drawing
collages are interesting. I think they're evocative
and I think they're creating a unique aesthetic that
really resonates with me. So at this point,
I've gone through the process of cutting
out my old drawings, collaging them together
and even putting them against the
background with text. So this is what the prototyping
process is all about. Getting in the studio, testing out your ideas
to see how they operate, what they look like, and how you might be able to use them in your projects later. So the next challenge I need
to figure out is how to get these collage drawings to stand upright in a three-dimensional
environment. So as you likely remember, my idea to help solve this
problem was to create some wood scaffolding and screens that I could have
fixed these drawings to. So in the ideation session, I came up with some
very quick sketches. But now I'm going to get
into the studio and actually create some of these screens
just to see how they work. Some of these screens
are very small. Some of them are
vertical and slender, while others of them
are closer to square. Some of them stand
on their own and some of them require stands. Now initially, I
was just intending to use these screens and scaffolds as surfaces that I could have fixed
the drawings to. But now that I see them, I think they're interesting
objects in and of themselves. There is something very
architectural about them. I think they may have a place on their own and the dioramas, I think that the rigid
and rectilinear qualities of these screens will add a nice sense of structure to what may be otherwise
chaotic pieces, objects and environments
that are hand-drawn can have very dynamic and
wild lines that are very organic lot of diagonals. But these screens are
the opposite of that. They're very structured. They have a lot of right angles. They have predictable patterns. So I think they
could play off of the more dynamic
and chaotic aspects of the drawing quite nicely. One of my goals with
this project is to attempt to depict what it might look like inside the mind to
capture the thought process. And of course inside the mind, we do have swirling and chaotic thoughts, words,
images, memories. But part of
constructing meaning is bringing structure and
stability to that chaos, to all of those raw
images and ideas. When we develop our
belief systems, it is like structuring the
chaotic contents of the mind. These screens may be a really nice
metaphorical indication of structure and
stability in the mind. So at this stage,
I've worked with prototypes in the form
of drawing and collages. Now I have prototypes
of the scaffolding and screens that I'm going to use
to fix these drawings to. Another essential element
that I need to prototype is the text on crumpled
and torn paper. So because the texts and
typography are going to be in a drawn environment, I want them to look
somewhat handmade. So I've selected a
number of words and phrases from the questions
that I might want to include. Printed them out
on the same kind of paper that most of the
drawings are done on. I've torn out words and phrases and then I've
crumpled the paper. I think that the
crumpled paper does add a more handmade
element to the text. But I wanted to
push that further. So I decided to experiment with mark-making over
the text itself. So in addition to
printing the text, I also went over it with pencil. I went over the letters
themselves just to give them a bit more of an organic
handmade quality. And then I drew lines
and marks over them. These lines and marks are abstract and expressive,
so I don't know why, but there's something about the texts on crumpled
paper that's torn out and that has all these marks and
scratches on top of it. That seems right for word
swirling around in the mind. The topography here almost
looks a little beat up. It appears to be well-worn. It looks less crisp, less machined, in more organic. So I've printed phrases, but also individual words. So for each word or phrase, I've experimented
with different fonts, as well as different
kinds of mark making. I just want to see how I
can manipulate the text to integrate it into
a drawn environment. So I actually tried out hand
lettering because I thought maybe if the text is
completely drawn, then it will integrate more. But actually didn't like the aesthetic that, that yielded. I ended up liking
the printed text that was manipulated
with marks later on, much more than the texts that was completely hand lettered. Now, I don't know if everybody would agree with that decision, but it seemed quite
clear to me these are the distinctions
that we make when we go through the
prototyping process. There are some decisions you can't think your
way through without actually making things and
comparing them to one another. So at this point I have
dozens of cutout drawings. I have scaffolding and
screens to a fix them too. And I have some texts and
typography to experiment with. So I have all of these
different kinds of prototypes, but at this point I
can start to put them together to see how they
work with one another. So as you likely remember, an important part of
this project for me is including questions
in these dioramas. I love the idea of
creating artwork that invites the viewer to investigate their
own thought process, to examine what's going
on inside their mind. So here is my first
attempt at a fixing these torn out words and phrases on a scaffold on one of
these wooden screens. So for me, this is such an exciting
moment where we've gone through this
conceptual phase. We've done a lot of prototypes, but now we first get to see how these separate elements
come together. And it's hard to predict what
they're actually going to look and feel like without
actually making them. So now I need to try out
some additional elements. So one thing that's really
important to understand about this project is that
these dioramas, once they're constructed, are
going to be photographed, but then they're
gonna be taken down. So the photographs of the
dioramas are the end product. I really like this idea
quite a bit because if these dioramas are attempting to depict what goes on
inside the mind, thoughts are fleeting,
memories are fleeting. The ideas that we
have are fleeting. So I like the idea that these dioramas
themselves are fleeting. These dioramas will only exist long enough
to be photographed, but then they're taken down and the drawn elements
and texts that made up the diorama are then going to be re-used and other dioramas. And to me, that's so close
to how thought works. Here we have a set number
of elements in ideas and we combine them and recombine them in new ways
to form meaning. So here's a shot of all of the
elements brought together. So I've constructed this
diorama on a tabletop, complete with a drawing
in the background, as well as a drawing
on the ground plane. So it's important to
remember that I'm creating these dioramas
to photograph them. Once photographed, the diorama will be taken down
and the elements re-used and other dioramas
after making some changes. Here is the final result. One of the most interesting
and gratifying parts of a creative project like this
is starting with a concept, generating ideas,
experimenting, prototyping. But then to see it
all come together, I think there's something very beautiful and dreamlike
about this piece. And of course, dreams, by definition, occur
inside the mind. I think I may be hitting the aesthetic that I
was hoping for to give a sense of
what it might look like inside someone's mind. So of course, this
is very subjective, but this is a decent
representation of what it feels like
inside my mind. The combination of texts and
images makes it mysterious, but it also seems allegorical, is if there's some deeper
meaning to be deciphered, again, very much like a dream. So let's take a look
at another piece. Even though these
appear more finished, I still consider
these prototypes. These are my first attempts
at bringing all of these elements together to see how they interact
with one another, to see the effect
they have as a whole. Now of course, I don't know what you think about these pieces. I don't know if you like
them or dislike them. I don't know what they
make you think and feel, and that's okay. The goal of this course
is not that you've liked the artwork
that I'm creating. It's much more
important that you see the creative process in action. It wasn't too long ago that
all of this project was, was a brief description
of a few sentences long. But by going through this
process, look at what we have. For me. I do think
these pieces have achieved the overall
effect I was hoping for. They seem both playful
and mysterious, and they do seem to depict what the thought process might
look like inside the mind. Of course, I won't
know for sure until I present the work to others
to see what they think. So if you remember, I also wanted to experiment with stereoscopic photography. I've photographed each diorama from two different viewpoints, one slightly to the left and
one slightly to the right. Using a stereoscopic viewer, these two photographs
can be combined to create a
three-dimensional image. So of course, I cannot show you that 3D effect in this course, but I will tell you that after
a few days of prototyping, I got the stereoscopic
photographs to work, and I now have
three-dimensional photographs of these dioramas. So one thing that
really strikes me about the prototyping phase is that it often seems like we go through weeks
of conceptual work. And then in very
short period of time, we go from concepts and sketches to something
much more concrete. So for the first three
lessons of this course, everything was taking notes
and scribbling out ideas. But in the prototype phase, we are approaching something that appears to
be more finished. But we would not be
able to arrive at more finished work
without all of the conceptual work or of
course the prototypes. So I hope this video
journal has been valuable. I hope you have a sense now of how many different ways
prototypes can be used in a project and how
powerful it can be to have an idea, a simple idea, but to take it through
this creative process, to generate new ideas, to select some new ideas, to prototype your ideas, and then to arrive at
something more concrete. At the beginning of this course, I literally did not know what these pieces we're
going to look like. And I followed this process
that we're working through. Here we are, we have something
that is more finished, something that has its
own mood anesthetic. And it's this process
that I've been working through that
allowed me to get here. I hope this has been
valuable for you. So I hope to see you here
in lesson five when you're going to learn how to get
feedback from your work. How to get feedback
from the work itself, but also how to
present the work to other people and get
feedback from them. So I hope you'll join me for less than five,
getting feedback.
10. Getting Feedback: Welcome to lesson five,
getting feedback. So in the previous lesson, you made a number of prototypes. These prototypes will
allow you to get to different kinds of feedback. First, there's feedback you get from the prototypes themselves. Now for many projects, these prototypes will
be the first time that you're seeing
your work in reality. Even though the prototypes
aren't finished work, the prototypes will give
you a sense of what your work looks and feels
like in the real-world. And this is so
much more valuable than just having an
idea in your head. So by creating prototypes, we can actually see our work in reality and react to it to
see what it makes us think, to see what it makes us feel. Now the second type of
feedback that prototypes help us get is feedback
from other people. And that's what this lesson
is going to focus on. When we begin a project, everything is in our head. We visualize the work, we fantasize about it. But when the work is
just in our head, it's very difficult to know how other people are
going to react to it. Prototypes allow us to show
our work in progress to other people to see how our work is actually impacting them, to see what our work actually makes people think
about or feel, to see if our work
engages people or not. We get to see if
our work is having the impact on other
people that we hope for. And if it isn't having
the impact we want, hopefully through getting
feedback from others, we can find clues to help us bring our work closer
to our vision. What we want to avoid
is waiting till our project is
complete and out in the world only then to discover that it is not having
the impact we hoped for. That it's not
connecting with people, that it's not engaging people. We want to know as early
as possible whether or not our work is having
the impact we hope for. And if it's not, we can
adjust it along the way. So in this lesson, you're
going to learn how to present your work to other people
and how to get feedback. Now the feedback
you'll get can vary wildly depending on the type of people you get feedback from. So let me share with you
a few considerations. Selecting the right
people to get feedback from can be very challenging. If you seek input from
close friends or family, you're likely to get
a lot of compliments, but not a lot of
constructive feedback that will help
advance your project. Close friends and family will usually just want
to be supportive. They'll often try and make you
feel good about your work. While compliments are nice, they're not particularly useful. Well, we're looking for is constructive criticism
of our work. We want to know where our
work is having the impact. We want, where it isn't, it what we can do to
improve our work. You want to select
people to critique your work that have
a track record of being honest with
you and telling you hard truths when necessary. You want to get feedback from people who will level with you, who will be honest with you if your work isn't having
the impact you desire. In fact, some of my best
and most useful critiques have come from rivals who are looking to tear my work down. But in doing so, they revealed all kinds of areas where
the work could be improved. Remember, when you're
seeking feedback, you want criticisms. You want to know where your
work is not holding up. You want to know where your
work could be improved. That's the entire point
of getting feedback to improve the work and
to improve the work, we need to be able to identify areas that are not working yet. So beyond friends and family, you can also get feedback from other creative professionals
in your field, or if not creative
professionals, at least creative practitioners, if you're a writer, seek feedback from
other writers. If you're a painter, seek
feedback from other painters. Getting feedback from other
practitioners in your field will allow you to solve
technical problems in your work. If you're a painter, other painters will
help you solve issues related to
color composition, perspective, materials,
and even presentation. So hopefully you can see
why getting feedback from creative professionals
or practitioners in your field is
very different from getting feedback from
family or friends. But here are two considerations. First, getting feedback from other creative professionals
are practitioners is great, but they will often critique your project as if it
were their project. Now while this can
be interesting and occasionally useful, we want to get
feedback to help us create our vision
for our project. So that's something to watch
for when you're getting feedback from other
creative people. Another consideration is that the earlier you are
in your project, the more you want
to present it to creative professionals who can help you with
technical problems. But the further you
get in your project, the closer you get
to being finished, the more you want to
present your work to other people who are
not in creative fields. If you're only getting feedback from other artists, designers, or other creative professionals, you're going to create work
geared toward that audience. This is one of the reasons why so much contemporary art does not connect
with most people. When artists only get
feedback from other artists, they create work that only
other artists like now, if you are creating work solely for other artists, that's great. But if you want to connect with other people who are not
creative professionals, who aren't artists or designers, you need to get feedback from people who aren't
in those fields. So this begs the question, who is your audience? What kind of people
are you hoping will enjoy and
appreciate your work? The closer you get to
finishing your project, the more you want to get
feedback from people who are representative of the
audience you're hoping for, whether it's a niche
audience or mass appeal, it's very useful to get
feedback from people who are representative of
your desired audience. Now the final thing
I'm going to say about who you should get
feedback from is take who you can get
if you don't know any creative professionals
in your field, that's okay. If the only people you
have available to give you feedback or friends and family get feedback from
friends and family. It's much better to
get feedback from somebody rather than nobody, even if they're not
the ideal person to get feedback from. Now that you have a
sense of the kinds of people you should
get feedback from. I want to address one of the most difficult parts
of getting feedback. Now many artists and
other creative people have remarkably thin skin. But if we want to create work and put it out into the world, we need to get comfortable with having people not like our work. It doesn't matter what you make. It's not going to connect with everybody and that's
completely fine. So to help you get a
sense of how to deal with criticism when
getting feedback, here's a way you
can think about it. The aspects of your project
that aren't working yet, or where you're going
to learn the most. It is completely
unreasonable for you to assume that your
earliest attempts at your project are
going to be lauded in praised the vast
majority of the time. There are improvements that
can be made and getting feedback is an essential
part of that process. It's an essential part of improving the work when
somebody is honest with you and tells you that an
aspect of your project is not working or not having
the impact you wanted. They are helping, they
are supporting you, the people who see your work and just compliment
you or praise you, they're actually
hurting the work, or at the very least,
they're not helping. So it helps to get in this mindset while
you're getting feedback. Constructive criticism is a
form of respect and support. Praise and complements tend to be pretty empty and useless. At the very least,
it's not going to help you improve the work. Now I know this may be
a challenging mindset to adopt for some of you, but it's essential if
you want to be able to put your work out
in the public eye. Constructive criticism is what we want and the people who are willing to be most
honest with you about where your work is flawed. Those are the helpers. I tend to judge the value of a feedback session by how
much feedback I'm getting. I want a long list of
improvements I can make. I get very skeptical
if I'm getting more praise than criticisms, doing creative
work is a process. When we started, we don't
know much about the work. We learn more about
it and we make small improvements
along the way. The more constructive
feedback we end up getting, the better the work
is going to be in. Once you get into this mindset, you will get excited
when somebody points out an aspect of your project
that isn't working yet, you can feel grateful
when somebody says, hey, this isn't working the
way you thought it would. And you can be confident that the more criticisms
your work gets, the better it's going
to be in the end. In just a few minutes,
I'm going to teach you how to run a feedback session, how to run a critique. But the final thing
I'd like to address before we do that
is the difference between constructive criticism and nonconstructive criticism. Constructive criticism
focuses on where something isn't working and
how it can be improved. Nonconstructive criticism
includes insults, personal attacks, discouragement,
or cruelty of any kind. You want to be able to focus the people you're
getting feedback from. You can let them
know that praise and complements are fine
and appreciated. But what you're really
looking for are areas where the work can be improved
and potential solutions to help you improve the work. How do we prepare for
a feedback session? So when getting feedback
from your work, you're going to need
to present your work. This means that you
need to prepare a presentation when presenting
your work to others. You want them to experience her work in its native format. So what I mean is if
your work is sculptural, you want people to come and
view the actual sculptures, not just photographs
of the sculptures. If you're designing clothing, you want your
feedback participants to be able to see the
work in the round. If you're designing work to
be viewed primarily online, then you can do with
digital presentation. If you're designing
a book for print, have a printed
copy of your book. It doesn't need to be
professionally done, but you want something people
can hold in their hands. Now I understand this
is not always possible. If you're designing sculpture, it's better to get feedback
from people who have only seen photographs than to
get no feedback at all. But this is just something to consider when presenting
your work to others. You want to try and
give them an experience of what the final
work will be like. So you'll want to make
sure you have work available to be viewed
by your participants. Whether that's the
physical work, digital photographs
or some other format. Next, you need to tell
people about your work. You want to share a bit of
the story behind your work. Now there are no hard rules with what to tell people
about your work. But generally speaking,
you want to give them a sense of where
the project came from. You want to give them a
sense of your process, what goes into the work. You may want to give them a
sense of what your goals are. If you're looking to
sell work or not, or have it displayed
in a particular way. You want to share any information
that you think might be useful to your participants
when they're giving feedback. So here are some
questions you may want to answer during
your presentation. Why did you make this work? Where did your ideas come from? What are your goals
with this project? How did you make the work? Who are you influenced by? Who is the work for? What audience are you seeking? What makes this work unique? And what kind of feedback
are you looking for? What problems are
you trying to solve with the help of
feedback from others. So you don't have to answer
all of these questions, but this is just to get
you thinking about how to present your work
to other people. You want the participants of
the feedback session to have some background and context
regarding your work next, and this is one of the most important tips I can give you. You want to write
down the impact that you want your work
to have on viewers. Now you're not going to
show this writing to the participants of
your feedback session. And you're not
going to tell them what to think or feel
about your work, but you want to
write down what you hope they are going to think
and feel about your work. This could include thoughts that you may want them to have. This can come in the
form of a list of adjectives you want them to use when describing your work. Hopefully you've
started that list of adjectives earlier
on in this course. Are there any phrases you hope people use to
describe your work? What do you want
people to think and feel when they
experience your work? I want you to take
time and write out the impact you want your
work to have on others. But I want you to keep
this information private. What we're hoping
for in the critique is that you hear people use the adjectives you want or
describe your work in the way that you're hoping for without
you having to tell them. This is so important
because ultimately, when your work is
out in the world, most people are not going to have the benefit of
your presentation. You can write an
artist's statement to accompany your work, but most people aren't
going to read it. Your work must stand on its own. If you want to have
a specific kind of impact on your audience, the work has to do
it all by itself. If you want people to
describe your work as playful or thoughtful or mysterious
or whatever it might be. You don't want to tell
people that at the outset. You want them to tell you that that's what your work is doing, that That's what your work is
making them think or feel. You want them to choose to
use the adjectives that you hoped for all on their own without you having to tell them. So I hope this idea
makes sense to you. This is the best way you
can assess whether or not your work is having
the impact that you want. Next, you need to be prepared to record your feedback session, or at the very
least, take notes. You can record the session
using video or just audio. It's up to you. Or you can simply take notes while you're
getting feedback. The final thing
you need to do to prepare for your
feedback session is have a list of
questions that you want to ask participants. You want to know what kind of feedback you're looking for. If you're looking for solutions
to a particular problem, you want to make that clear
to your participants. So before starting
your feedback session, you want to have a list of questions that you
want answers to your feedback
participants are going to help you answer these questions. But if you don't know what
kind of feedback you're looking for or what
kind of questions you need answers to your unlikely to get the help you need
during a feedback session. So you need to be prepared to focus the feedback
you're getting. The best way to do this
is to have a list of questions that you're going
to ask your participants. So with all of this in mind, let's get you to your
task for this lesson. Your task for this lesson is to present your work to others
and to get feedback. Here are the specific steps
I'm going to ask you to take. First, you need to
select participants. You need to select the people you're going to
get feedback from. These can be creative
professionals. They can be friends or family, they could be coworkers. Hopefully, you can find a collection of
people that are most likely going to help you solve the creative challenges
that your work has. But if your selection
is limited, just get feedback from
whoever you have available. So your task is to get feedback
from at least one person, but hopefully you can
find more people. So once you've selected some
people to get feedback from, you need to schedule
a feedback session, or what many people
call a critique. If you're getting feedback
from more than one person, you can get feedback
from them individually, or you can get feedback from them as a group, the
choice is yours. If you're new to getting
feedback, try both. I wouldn't say that getting feedback from an individual is better than getting feedback
from a group or vice versa. They're just different. Getting feedback from an
individual will often be more intimate and you can go
deeper into specific ideas. But getting feedback
from a group can be interesting because people often disagree with one another, and that can be very revealing. But ultimately,
it's up to you to decide whether you want
feedback one-on-one, or from a group of people. If you're getting feedback from multiple people in one session, you want to make
sure to schedule a time that works for every, ideally, you want
your feedback session to be about an hour or so. But remember, if all somebody
can give you as 20 min, take it, you want to get
feedback from wherever you can, even if it's not ideal. So here are a few
considerations. Are you going to schedule
a critique in-person or online using
video conferencing. I've even done critiques
where I've emailed somebody images of my work
and had them email me back. So there are all kinds of ways you can schedule
the critique. You just want to make
sure that it works for whoever you're getting
feedback from. Once you've selected
participants and you've scheduled a session, now it's time for you to
prepare for the session. Do this, you need to provide
a brief description of your work and give some
background and context. You want to have questions prepared so you're likely to get the information and feedback you need to advance your work. And finally, you
want to privately write down the response
that you're hoping for. You want to write down
the adjectives you hope people are going to use
when describing your work. You don't want to
share this with your feedback participants. What you're hoping for is
that all on their own, they use the words and phrases that you're hoping
for without you telling them what
they should think or feel or how they should
describe your work. Next, run the session. During the session, you're first going to
present your work. Hopefully you'll get
some genuine feedback about it and you'll be ready with your list of questions to focus the feedback
you're getting. Your participants know that you want them to point out and focus on the areas of your project that
aren't working yet. You want your participants to understand that the best
way that they can help you and your project
is by giving honest and constructive
criticism of your work with the focus on where it can be
improved and how, and finally, be prepared
to record your session, or at the very
least, take notes. So the last thing
you need to do is show gratitude to
your participants. During the feedback
session when somebody offers you constructive
criticism, thank them. This is what you're hoping for. For many people,
it's not easy to give criticism even
when asked for it. There are different ways
you can show gratitude. Often, I'll include food or drinks if the critique
is in-person. Now this is not necessarily the focus should
be on your work, but it can create a
nice environment and make people more comfortable
giving you feedback. So to sum up, you want to select
your participants. You want to schedule a session. You want to prepare
for this session, and you want to run the
session after the session, you want to find a way to show gratitude to the participants. These are your tasks
for this lesson. Now I know I've given you
a lot of information here, but if it's helpful, feel free to go back and
review the lesson to make sure you really understand the
process of getting feedback. So I hope you have
fun getting feedback. It's a fascinating process. And remember, Be brave
and presenting your work. Be hungry for criticism
because that's the best way that you're going
to improve your project. Hopefully, you've been watching my video journals where I'm going through this
process with you. Now for this lesson
about getting feedback, I'm actually including
two video journals. I'm going to be getting feedback from two different individuals. So you're going to see
me present my work to other creative professionals
and good feedback. So I'm really looking forward
to sharing this with you. So I hope you can watch those videos after seeing me
get feedback for my work. I hope to see you in lesson six, we're going to learn how
to incorporate feedback.
11. Getting Feedback Video Journal Part 1: Hi, welcome to the
video journal for lesson five, getting feedback. This video journal is going
to be very different from the previous video journals
you've seen so far. Instead of one video
journal for this lesson, there are actually two. So in these two video journals, you're going to see me present my work to two
different artists. After I present the work, they're going to give
me their feedback. They're going to tell me what
they think about my work, where they think it's working, and where they think my
work needs improvement. Each of the feedback
sessions you'll see lasted about an
hour-and-a-half, but I tried to edit
these feedback sessions down to their most
important parts. Now at this stage,
if you've been watching these video journals, you should be very
familiar with my project. So I started each of these feedback sessions or critiques by presenting my work, I gave a shortened
version of what you've learned about my
project so far that I want to use the
medium of dioramas and toy theaters that I
want to make this work by cutting up my old
drawings and collaging them together that I
want to make work that asks viewers questions, that I want to make work
that explores the inside of the mind to attempt to depict what the thought
process might look like. In this video, we're going
to talk to Scott Meyer. I've known Scott
for a long time. Scott as a professional
artist instructor and video producer living
in northern Colorado. He has a Bachelor of Fine
Arts in painting from the Maryland Institute College
of Art and a Master of Fine Arts in painting from the University of
Alaska Fairbanks. He's taught at
various colleges and universities for
more than 15 years. And he is the author of
a new book titled Sea, think, draw and easy guide, too realistic
drawing and beyond. He also leads live stream
to drawing lessons weekly. I was excited to have
Scott take a look at my work because we've known
each other for years. We've collaborated on projects. He's familiar with my work and I've always trusted
his opinions. We actually both share
a love of dioramas as well as artwork that explores
psychology and the mind. So I thought Scott would
be a perfect person to give me feedback
about my work. To learn more about
Scott's work as both a teacher and an artist. You can visit his website
at Scott Meyer art.com. So let's jump right into the feedback session
so we can hear what Scott has to say about my work. It's really awesome to
hear all that because so much of what you're saying was my immediate
reaction to the work. I think it's clear that
you're really hitting, hitting the mark
in so many ways. The aspect to it of
the space of the mind, I think, is really
a powerful one. And the fact that you pushed
it to a three-dimensional, connecting it to a diorama that, that allows you to
visualize the mental space and what's happening
as you're trying to process these
thoughts and questions. I think is really exciting. Also, the fact that you
chose drawing specifically to convey so much
of the information is really powerful because
for at least for me, drawing. Drawing is the medium that has the closest connection
to our thoughts. Alright, so I
talked, I talked to my students about
thinking about drawing as a seismograph where
it's like you're processing information
from the external world, is that electrical impulses, thoughts are traveling
down your arm, into your hand, into the
pencil, onto the surface. And it's just, it's
translating all of that. And so, so many of the things
that we resolve when we draw our mental
more than physical. And so the, that aspect
I think is just really powerful and it makes sense that you're choosing that
and it's a really big, I feel like it's a
really big challenge. In particular, because it
feels like what you are illustrating is is
the thought process. And there's something
very meta about that. You're going through
this thought process. You're creating the work
that's representing the thought that you
were just creating. But you're also reacting to the work as you're creating it. So the work is infecting
the thoughts which is affecting the work and
it's working in the cycle. And so, yeah, I think that's my really immediate thought is right off right off the bat. Just hearing you say
that it's a yes, That makes a lot of
sense in the work. So the finished product
that I'm going for here are not dioramas
that could be displayed. It's really the photographs
of the dioramas. To me, that's the final product. And I really liked this idea that like a thought in the mind, these pieces are fleeting. Once they're documented, once the photographs are
taken, they're gone. The work doesn't exist
in that form anymore. So I really liked this idea of this fleeting work that existed for a short
period of time, just long enough to be
captured by a camera. Yeah, that's another thing that really became
evident to me as well. I wrote down a note
here that it reminds me of Andy Goldsworthy
is work for some reason. It makes sense because he would go out into the landscape
as the sculpture artist, you would only use the
materials available to him to construct a work
of art that is fugitive. It's only really appreciated by people who can view
the photograph of it. There are some works that
are a bit more permanent, but he really relies
on the photography of it and that's part of the story of it that you
can really appreciate. And that by the photographs feel like they're being used in a similar way by you and
your work where it's like, I have this stuff
in front of me. And instead of being in
the natural landscape, you're in the landscape
of your own mind. And again, playing with it. He's trying to connect with that very natural instinct
that so many of us have when we go to landscape
just to start building stick figures and piling
rocks and things like that. You as an artist in the
natural environment, in your head are
playing with memories, past experiences,
thoughts, questions, um, and all sorts of things
to construct that reality. And it is temporary and
it makes sense to me that that would be a part of it rather than it'd be really a firm and rigid kind of
locked in place thing. So as soon as I connected this as being representative
of the mind, Any question, those structures, it made so much sense because that's
something that we do, whether we have
internal structures that influence our
thoughts and memories. There are external ones as well, but it's that tension
between those. Some people have much more
rigid structures and others. I think that was a really
interesting choice. I think. Yeah, I think it
really comes through that. That was your intention. They're great. Part of doing creative work. As you well know, there's so much decision-making
within gray areas. There It's not like there's some precedent that I can go like, this is how to make a diorama
that depicts the mine. I just follow the steps. We're inventing a
visual language as we go with these
kinds of projects. I loved the way that the printed text operated over the topography of
the crumpled paper. And there was something
really beautiful and interesting to me about that. Legibility is something
to consider here, but it seemed to add an
organic quality end. I liked the idea that the words are well-worn to some degree. When, once I started
to crumble them, it wasn't like this fresh word out of a sense of time
or history or use. Yeah, that definitely
makes sense. I think part of it just
from a visual standpoint, it, it breaks the rigid
structure of the printed font. I think in an exciting way. It does make it integrates it into the three-dimensional
landscape more directly. I definitely do
think that's a step in the right direction. I think just from a
design perspective, we're always looking
for the balance between variety in Unity. I think when they're just flat, they just too much
contrast there. They're jumping out and
in an uncomfortable way, you're reducing that by now, making them as sculptural
as other elements. So it makes sense that,
that visually they would appear to work together. But definitely seeing now
in future iterations, I feel like you're taking another step that
makes him work. The thing that comes
up for me though, as I feel like with the text integrated in such
a powerful image, they're conflicting with one another rather than one
supporting the other. Okay. I'm trying to figure out why and I
think if I go back to what you were
originally saying about this as a diorama. You mentioned at one point then the Essentially if think about it as a natural
history diorama, the wildlife in there
that the animal that's in the environment is being built around would be the words. And I think that's
where in this case, it's like the words and
the images are together. They're one. Because
then it made me, it would make me think without understanding more
of the background. Why do we need to
see the words in the image if we
could just have it as a title next to it, right? If that's what it's called
and you're thinking about it and maybe projecting
the words into it. And I don't know I
don't know is if I if I have any
specific suggestions, but that's something
that kinda comes up that feels like there, there could be additional
iterations to really find that from a
thematic perspective, kind of hierarchical perspective,
because you have those. Even that cube
that's in the lower right feels like it's
part of the environment that background sky is part
of the environment that I and the railroad tie or
like the primary subject, it almost feels like
then the text is kinda hitting over the head with
a question that should be evident in the images. But then that kinda
conflicts with the question itself being the primary driver. Yeah, I guess there's just
something there to consider and then also thinking
about it, when I, when I think about
the questions, it might be interesting
to see what would happen with a less fully
formed question. In that. If somebody asks me a question, I'll hold on to that. But if I'm interrogating myself, it will often take
me time to arrive at really what is the most
useful question here? And so what we're seeing is
how, where you've arrived, it'd be interesting to see evidence of your
editorial processes. You're arriving at the
correct question, right? Yeah, I kinda think about it. And when I think about
songwriting, e.g. you can listen to Bob
Dylan's songs and you can, you can read the lyrics. But if you had access to
the notebooks in which he was working through
these problems, changing words and cutting
versus things like that. It really opens up something to your understanding of
how he's thinking, how he's processing
these things that can be kind of an interesting
thing to explore as well. And really pushing the
boundary on the, the, the text integration to see
how you're doing that so much in the drawings by making all these marks and pulling from memory and
creating new stuff. What if the questions were developed in that same
way, if that makes sense, what is most exciting is that we are in this
landscape where all these symbols are
kind of coming together, these textures, these spaces, the light in a way that makes me ask a lot
of questions already. And the texts, it it feels
so concrete. I guess. Maybe that's what it is. Like it is versus like, I guess, like magnetic poetry, you can
just come kinda combined, combined random
words and that would inspire all sorts
of random thoughts. But I don't know if that's something that would
work as well either. I'm wondering, like what
would happen if they weren't necessarily a distinct
visual element, if they weren't as distinct
and whole sentence, but those words
were still there, kind of involved and integrated into the
environment as well. Rather than brought forward
in space as main characters. Almost as like it's there. It's being treated equally. I mean, I think for
about for myself. When I'm in engaged
in the environment, There's all sorts
of stuff and I'll bounce around to
thinking about memory. And then I might be listening
to something that takes my attention and there'll be reacting to whatever
is in front of me. And then a word might be just repeating in the background
on my head, right. I'm not. But my hesitation in
that is that it seemed like a fairly key element and what you're describing
as a motivation, like you're being prompted
by these questions and then reacting in an abstract way to them and allowing all of
these things to come up. And so that's just where I worry that what I'm
doing is projecting my own way of thinking and processing
information onto it. So all I'm really what I do is kinda just reflect
back what I'm, what I'm seeing and
see if it connects. But I don't know if
it's necessarily a great and actionable critique. It's kinda, um, so just
putting that out there, I think the one thing that we
haven't really explored is that integration of
color with your, your toned work,
which I think is really an interesting thing, especially with the just
the slight would tone from the scaffolds. But I think I really
respond most to this. What would justify my
arrogance in that energy? And you're talking earlier about the speed of the marks
and the calligraphic thing. And I think this is probably
the one for me that I really connect with
the most in that I mean, it's very direct and those kind of explosive
elements that you have. But I'm thinking more just below that on the surface
where you really have scribbles and
searching marks. And in that background where
it looks like there might be some tracing marks
and like a masking tape, some areas that were masked. I just think the variety of the marks here as something
that I really resonate with. And then to have
the figure in there that is really working
in that space. Somehow, you'd think that it's dangerous that it would
just be too different. But if somehow is
really working, and to me I feel like visually, this is the one
that stands out as being the most
cohesive and direct. And I think probably when
we look about the word, look at the words there. That ravens head or the
crows head is so dynamic, especially with the
figure that is like, that feels like that's the main character
with the texts being secondary and maybe functioning more like what we were saying earlier about kind
of softening it, putting it in into the background of the
mind a little bit more. Yeah, I guess the
text does make me think I can't imagine
work without it. I feel like it's such
an important part of really conveying the sense
of the thinking mind, the space of the
thinking mind and words is so important to that. So I feel like even
though there are still areas to resolve there, it's an essential part of the work and feel
what it feels like. Just some degree, every work of art is just another iteration, just a prototype
for the next one. So you'll move this
along and you'll get another another stage along the way and it'll feel finished. But I think there's something
really important in the practice of setting the intention of it
being a finished work. Moving beyond the prototype thinking into the finished work, thinking to see how it plays
out in the real-world. It's just like when
you're creating a car, you can create the prototypes. And you can create the design
and say, it looks awesome, but you've got to make
it, see how it works. Yeah, I just feel like this is like an iteration and I think it's I think there is somehow figured out how
to make it look finished. It's such a hard thing to do. There is a visual distinction between the prototypes
and the finished work. And it feels very
intangible to me. But I feel like you've
cracked something there that is important for the
next iteration of this. Whenever we talk, I always feel like we could just
go on for hours and I really appreciate you
taking this time, so yeah. Again, thank you so much, Scott. Thank you. I appreciate it. It's an honor to be invited
and to check out your work. So thank you so much.
12. Getting Feedback Video Journal Part 2: Hi, Welcome to the
second video journal for lesson five,
getting feedback. So in this video,
I'm going to be getting feedback from gigi. Gigi Chen is a well-known
painter and teacher. He was born in China and
raised in New York City. She attended the Fiorello
La Guardia high school of music and art and
performing arts. She then went to the
School of Visual Arts to get her BFA in
traditional animation. Her aesthetic evolved
out of combining animation techniques with
old master techniques. She uses the
dreamlike imagery of magical realism to touch upon complex feelings about family, belonging, safety in glove. I was excited to have
GG take a look at my work because both of us may contemporary work that has aspects of magical
realism and Surrealism. We both try and make
work that is rich with symbolism, meaning in narrative. Now, even though we both make work that is more contemporary, our work is still rooted in the traditional craft
of the old masters. Her craft being painting
in mind, being drawing. I didn't need GG
until quite recently. Gg wasn't really
familiar with my work. She's also a very different kind of artists than me or Scott. So my hope is that
she will bring a very different viewpoint. So to learn more about Gigi, go check out our
website, GG chen.com. So let's dive in to see
what feedback Gigi has for me regarding my project
and my prototypes. The fact that you have some very white against
black like these eyes. You have these foods
you have there so starkly collage like
they're obviously cutouts. I think if you play
with lighting, it would flatten it out and give the space more dimension. So if you're gonna do that, I would suggest you playing
with what Joe lights. I would suggest you're playing with higher
life cast shadows. And even I was looking
at some of the pieces. And I think something
that you could even do is even like some
of the backgrounds, they're all very
opaque paper, right? I was looking at
some of the pieces. In one of the pieces. I was thinking it would be
really interesting if you tried using like a
translucent velum, lighting it from
behind and seeing what happens like
just like playing. Because right now everything is either like you
have these ladders, you have these cutouts, but everything is opaque, opaque or peg
against each other. And you have, it looks
obviously like cutouts, which is fine.
It's an aesthetic. But if you're gonna do that, you're going to have
to figure out how to integrate it in a more, I like more subtle way. Because right now they do
look like paper cut on top and then put together and there's obviously
nothing wrong with that. But if you're gonna be
leaning into photography, we should lean into photography. Unlike play with texture
is a little bit more like. That's, that's kinda what
I thought when I saw them because finding out that that was the endpoint changed
the way I looked at it. And I at first thought, oh, he's making these dioramas. So they're gonna be, we
think of dioramas is dioramas like dioramas
are its own thing. Photography, it's
clearly its own thing. You have to figure out
how to lean into that. If you're gonna do
that, you have to play with texture
and space, right? I was even thinking with some of the pieces you could even like two pinholes and light it from behind the colored lights
and you don't like, really lean into that. I mean, if you're
gonna make less work, which I guess this is
what this is, right? I would say that word isn't throw that word
around a lot or an art. If you're going to make
contemporary surrealism, you have to be able to play with the imagery and you need to
really kind of like push it. I think you can also
play more with space. Like I think sometimes I think
you have a lot of ideas. I think it's really great and you have the words,
you have everything, but I think you need to
lean back a little bit and edit just a little bit more. And what's great about these is that since everything
is movable, you can just take it out. I think sometimes if you're
going to do photography, if you are going to even
just use these like initial pieces as sketches for what the envelope
will look like. Play with composition and
spending more time with that. I know you want to put
the words and I think sometimes the words can be very intrusive and it can become it fights the
image a little bit. Like I feel sometimes
like I, I'm, I'm like, what am I supposed to look
at in a piece of the words? Am I looking at the imagery? Everything is competing and
years no room to breathe. I think I'm using texts can
be very tricky and art, because I like the questions
that you're asking whether or not it makes
sense with the images. I mean, I was even thinking when I was looking at
them, wouldn't it? If they're going to
become photographs? Like you could just
read it on the bottom and have it be a
part of the artwork. If that's something
that's important or just have a text on the side. I feel like, yeah, I mean texts is really tricky. I don't know that many
artists that I would say like makes
amazing texts work. If the work is about
sex, it's about, but if you're going to be having all these beautiful images, it's, it's distracting
and I'm not quite sure sometimes like what what you're trying
to say with it. And that was a bit of
issues that I had with it. I mean, yeah, Texas tricky. Those like the way I feel
about them generally. And what does it mean
to make a phrase? What does it even
mean to title case? Sometimes people just want
to look at the work and be with it and it's okay to have. And then if you sometimes
I look at a piece and then I see a title and
I go, Oh, that's great. That's another way
for me to rethink it. But I don't ever get to the title if not
interested in the piece. That's me. That's also very
particular towards me. Like not, not saying
that all people, artists are not artists
like we will do that. But tax tends to reconceptualize work and
it tends to force it. And that can be uncomfortable. And that can also be
unnecessary, Right? Yeah, I think these are
really great points. My hope, and I'm not saying
the work is doing this yet, but my hope is that the text does add some element
where it does make sense. I know I have a lot of work
to do to close that gap. I'm hoping that the texts and images play off one
another to give the sense that
There's some allegory behind there that the images
are adding connotation, a sense of story or a sense
of mystery or symbolism. And the texts and images to me, There's some relationship there, but I didn't want to hit, hit viewers over the head
with a particular meaning. I just wanted something
to add context, add some connotation there, and to allow the mind to
bring in these other thoughts and images with the hope that it might resonate
a little more, it might linger a little longer. Your images are strong, you
should have faith in them. I think that when you are making something that
is semi surreal, people already
kinda commit to it. And you should have faith
in that commitment. You know, when
people look at it, Dali painting, they
know what it is. There's no, You don't
need to push it. Even adding a title to it. You don't really
need to push it. Like adding a title to
it only adds to it. Yeah, I think that's
a great comment. Do you think the work would
be stronger without the text? Most of them what I mean, if you're going to have
texts, I think you need to rethink how you
execute the test. I think if you aren't gonna
do it, they're so big. And obviously I know
these are these are like photography sketches, but you don't have to you
have no rules right now. You know, you don't have
to have roles that yeah. I can do like 20 of them and some of them will
follow the rules, but those will be your
strongest pieces maybe like, but you have to your best
cases there was that like let the images breathe a little bit and you should just
let them breed. And if you aren't
gonna do lettering, you should figure
it out in a way where it's integrated more, right? Yeah, yeah, yeah. Well great. This is, this is fantastic
so far you have so many unique and interesting
reactions to the worst. I really appreciate
all of these. I mean, you do sculpt. I mean, have you
thought about doing little sculpted elements? Are adding objects. So I know this is not an
ideal way to show these, but I did these projects where I've taken
drawings and kind of intersected them
to create. Get them. I really like that. Yeah, I thought these could be, this is a really rough one. This was an early
model that I did, but it's colored paper. And one of the bigger ones. So TopHat, a bird. I love that. I thought these things like
this kind of these sculpted. Again, they're not
sculpted per se, but it's taking drawings
and intersecting them to create these
three-dimensional elements. Yeah. I, I kinda think that actually there's
so many things. I mean, there's so many, so much potential to it because you are at this like you're
not at the birthplace. There's just like at
this very interesting, sort of like, you know, kinda what you wanna do. But there's so many
ways that it can go. The first time I brought
these elements together into some of these
first attempts at something a little
more finished. You, there's this
excitement like, Oh, I actually like, I'm
really responding to this. I think it's really beautiful. I think it's really interesting. I started to get excited because you have these
ideas in your head. You don't really know
if they're gonna look like and then you pull everything together and you
see it for the first time. And there's the
simultaneous excitement. But also feeling of overwhelm
like This is cool but it's, there's so much to be explored. And it seems like
every decision opens, rather than narrowing down. Every decision
seems like it opens up new possibilities
in many ways. I think it's very
exciting, but yeah, it's a lot to think about
and experiment with. Editing is the hardest part. Editing is like once
you kinda do it, film it or whatever, our photograph that you've kinda bring it back.
You gotta do it again. It's like doing something
over and over and over again. Eventually makes it to what
you're trying to get to. More than anything, the end
point has to be something that makes sense to
you as a totality. When you make a series of work, It's like creating coherence
is the hardest part, right? Remember why you did
it to begin with? From beginning to end, all the way to the ends. Sometimes I'm halfway through
a project and I'm like, why was, what was the
point of doing this? Right? Heel back. Everyone will have a zillion
suggestions for you. Some of them, you're
just like throwing them out the window,
That's a crap. Or sometimes they'll try it and it would work,
sometimes it won't. And that's what it is. Like. I can make suggestions, but it doesn't have to mean that a lot of it
will make any sense. Yeah. I, I'm looking at it in a contemporary
surrealist type of way. Like how would I put
together my work? And I feel like a lot of familiarity to the kind of
stuff you're doing right now. I think when you are creating something where you're
creating a different universe, you have to know the rules, but also know that
there are no rules. And that is the trickiest
part about how does it, how do you make
something surreal but not look like it's just
shoved together, right? That is the hardest part when you're making
surrealist work. And that's something that I
see when I see student work. Sometimes DO they
shove a bunch of elements together
thinking about surreal. But it has a meaning.
And I think you're striving for meeting
because you are mature artists with
lots of ideas, developed ideas and develop career and with like when you're developing your work in which you are creating
your own universe, you have to pay respect
to that universe. Um, have you thought
also, I think so some of the imagery could also be
pushed a little bit more. I mean, you, you
draw super well. I think that I mean, I mean, you can draw it
anything and play with that. I don't think you should
just stick with paper. I think play with the
weight of things. Even drawing our
cardboard. Even like I was like playing
with cardboard today. Like it's just cutting it off in my head of like edges like
your Should. I think. Even drawing unlike Canvas and ripping things
apart and letting things be like having more
texture like with poly, even photograph really more
interestingly, you shouldn't, you shouldn't really push the drawing part if you're
really going to do it, you know, like, I know some of them are a little more sketchy. But what if you had more
elements that were very realistic and really fully developed to be a part
of this universe. There's so much you can do that can really create
something more cinematic. If you're really
going to be pushing like this idea of
photographs and dioramas and letting them
have their own life. It's about creating a
balance and creating like, what are you trying to say? Are you, what is the feeling
you're trying to make? So maybe in your case, I would say you should just make more elements and play
with those, right? You have all of these elements, you have your memories and your story is like I think that you should make
them more personal and having, having
these questions. Sure, they are
personal questions. And how do you bring in all of your personality and
yourself is really like, seems like a really
fit person, like very, a lot of great things,
interesting things. You're interested
in. A lot of things. You could burn all
that and then you should bring all
these things in. I think that, that
also takes practice. You can do anything with it. And that is what I
really want you to get. The odd what you
have just shown us. Like you, you're so
good at so many things. And you can bring
them all into this. And you don't have to make
You don't have to rely on like wording
and you are like, you can make this something really cool and
completely your own. You can go and try anything and sale and do it again because this is not since these
are not permanent objects. That's actually
what's that like, the beauty of your piece.
It's not permanent. You can keep doing
it and then like to make a different photograph
out of them like it. I mean, really,
in a lot of ways, drawing and drawing and painting is limited because
of the permanent settlement. And you should embrace that. You know. I mean, I kinda think it's exciting. Yeah. Yeah, yeah. No, I really want
I'm excited for you. I think it's really
fascinating your process. And I also think that it's
a wild think brave of you. Just set it. And also,
I don't know how critical Scott and I'm a
pretty critical person. I'm very hypercritical
of myself. You know, I'm saying
always like don't, you shouldn't do this
one thing because you're more lazy. That's
what I say to myself. I'm like, I shouldn't
just because you don't feel like working
out at anymore. You have to finish it and you have to push yourself
even for one more day. And I always tell
that to myself. I tell that to my
pseudo partners. I say that and I kinda go and they've
always said it's me. It's like they're
like You're a good painter but you could do better. It's fine. Yeah. That's funny. It's a funny thing and I always tell
that to myself. It's like you can do better. And I think that
they're just knowing that about myself because
I'm so harsh on myself, like so harsh on myself that letting learning even
when to let go of it. Because at some point you
just have to like, you know, like I think what's great
about you showing us this project at this stage
is that it's all potential. And that's kind of magical. Yeah. Like this stage
is so naturally. Yeah, Well, you've
done a fantastic job with this critique. I really appreciate
all of your thoughts. You've given me so much to think about so many ideas and I'm very confident that this experience will improve the
work considerably. So thank you so much. And maybe in the future
I could even get you to take a look
again when the work is more developed or no. Well, I would love that so much. Actually. This is really
fun for me because I also think it's really nice when someone does value my opinion. As like when artists to another and also
to your students. It's really important
to find people you can trust to ask questions. Like that would be my advice
to all of your students. And this is something
we had talked about with Scott previously, is that you have to know the context of who
you're asking. Like not everyone is going to have not that anyone would really have the
right answers for you. But you need to talk to
people who are like, Hey, they know what
they're doing. They don't articulate what they want with how to
tell you what to do. And not someone who's
just gonna be like, Oh, you don't you never
trust the person who tells you to quit
like ever, you know. Yeah. Well, thank you, Brad. This is this has been fantastic. This is this has been
such a great experience. So thank you so much.
13. Incorporating Feedback: Welcome to lesson six,
incorporating feedback. So far in this course, you've selected a
project to work with. Next, you generated ideas for that project and
explored possibilities. Then you created
prototypes to test your ideas and to see how
they operated in reality. You then presented
your prototypes to other people
and God feedback. Now it's time to take
what you've learned from your feedback and incorporate
it into your project. There are two types of
feedback I want to talk about. First is the feedback
you get from the work itself as you are
creating your prototypes. As you create prototypes, your work begins to
take shape and you get to experience
the work in reality, even though it's
in a nascent form, prototypes allow you to see how your project will operate
in the real world, which is often quite different
from how we think it will operate when it's
in the ideation phase. Now for many projects, these prototypes will
allow you to see your ideas put into practice
for the very first time. So as you're creating
your prototypes, you will be reacting
to your work. You'll be able to see
what it looks like, what it feels like, what
it makes you think about. You'll also get a sense of how your materials are working. It's very common for an
idea to seem like it will work when it's in a
sketch book or in a drawing. But when you actually build it, it doesn't work as
well as you thought. This is particularly common with materials like wood, fabric, or clay, any materials that
require a good deal of skill. So the other kind of feedback is feedback that you get
from other people. So at this point,
hopefully you've presented your prototypes to at least one other person and hopefully to three
or more people. Now incorporating feedback from other people can be
incredibly challenging. It's possible that you've gotten different feedback
from different people. It's also possible
that you've gotten feedback that you
don't agree with. Sorting through the
feedback you get from others and deciding what and how to incorporate it into your project is the
focus of this lesson. One of the most
powerful strategies I've discovered
for incorporating feedback is to reflect and write about the
feedback you've received. Now it's important for you to
understand that the writing you'll be doing is
for your eyes only. Don't worry about whether
the writing is good or not. This writing is
simply an opportunity for you to sort
through your thoughts, to organize them, and
to figure out which feedback you want to
incorporate into your project. To start this process, I recommend asking
yourself questions and then reflecting and
writing your answers. Here's a list of questions
you should consider regarding feedback
from the work itself. The feedback that the
work transmits directly to you as you are
creating your prototypes. What did you learn when
creating these prototypes? What aspects of the prototypes
worked as expected? What aspects of the prototypes worked better than expected? What aspects of
the prototypes did not work out as expected? What was your initial reaction to the finished prototypes? What did you learn
about your materials? What is your finished
prototypes make you think? And what is your finished
prototypes make you feel. Now of course, this is not a
complete list of questions, but this list should
get you started. It's a way to reflect on
your experience creating the prototypes and to gauge your reaction to the
finished prototypes. Remember, this is your project. You want to make your
vision for your project. So hopefully, upon
seeing your prototypes, you'll learn a number of
things and you'll figure out if the project is going
the direction you want. This is incredibly
valuable information. Next, here are some questions to consider regarding
feedback from others. What feedback do you agree with? What feedback do
you disagree with? What aspects of your prototypes elicited the response
you intended? What aspects of your project elicited a different
response than intended? What gaps or insufficiencies of your project were revealed? If you got feedback
from multiple people, how is it similar? How is it different? What will you explore further? What changes will you make to your project moving forward? What will you add to the work? What will you subtract
from the work? And finally, how will
the feedback you received change your
project moving forward? Now remember, this
is your project. Ultimately, it's up
to you to decide what feedback you want
to incorporate, if any. But these questions
will help you start to consider what kind of
feedback you've received, both from the work and
from other people. By reflecting upon and writing
about these questions, you'll be able to make distinctions about
the feedback you received and figure
out how you want to incorporate it
into your project. It's all too common for
creative people to destroy a unique project by
attempting to make it fit into other people's
preconceived notions. And when getting feedback from other creative professionals
and practitioners, it's very easy to be
taken off track and to incorporate ideas that you
don't necessarily agree with, but you feel pressured to. Ultimately this is where
experience comes in. You need to go through
this process of prototyping and getting
feedback many times before you get good at sorting through feedback and
figure out how to successfully incorporate it into your project while still maintaining your
original vision. You don't want to
get stuck making somebody else's vision
for your project. But you also don't
want to disregard feedback that's not flattering. Don't assume that you
always know better. Ultimately, knowing which
feedback to incorporate, in which feedback to disregard
requires experience. And this is what I'm hoping
you'll get from this lesson. So before we move on, I want to call your attention to a very important idea,
overlapping feedback. Often when getting feedback
from multiple people, you will receive
similar feedback from more than one person. Pay close attention
when this happens. When multiple people identified the same issue in your work. This is a very strong signal
that it should be addressed. Once you've considered all of the feedback you've received and decided what feedback you want to incorporate into your work, you have a decision to make. Should the next iteration of your project be another
round of prototypes? Or should you move on
to the final product? I call this decision
iterate or commit to. Iterate is the act of
repeating something with small changes with the hope of getting closer to
your desired outcome. Do you use prototypes
to go through another iteration
of your project? Or do you commit to working on the final version
of your project? So here are a few
considerations. At this stage of the
creative process, I usually go into what
I call a feedback loop. I tend to go through three
rounds of prototyping and getting feedback before I
move on to finished work. Now of course there's
no correct number of times you should iterate
with prototypes. But I try and find
a balance between getting as much
feedback as I can, but not so much feedback
that the project is taken off track or
stalls at some point, we just need to get
on with the work. So when do you know
when you're ready to commit to the final
version of your project, this is a tough
question to answer, but at some point, you'll have enough experience
with your prototypes that you feel comfortable with the material you're
working with. You're excited with the
results you're getting from your prototypes and the feedback you're getting is
mostly positive. So ideally, that's the
place you'll get to you before beginning the final
version of your project. But of course sometimes
you have a scheduled to stick to and you just need
to get on with the work. This isn't necessarily
a bad thing. That kind of pressure can often inspire people to
create good work. You have a deadline to hit
and you're not feeling confident about your
work, that's okay. Make the best work you can with the current experience
and feedback you have. And remember, there's always another project and
everything you've learned from creating this
project can be incorporated into
your next project. Your task is to incorporate
feedback into your project. If your time and
schedule permit, I recommend taking
your project through at least one more round of
prototyping and feedback. But if you need to move on to the final project,
That's okay too. Just remember to incorporate
everything you've learned so far into the final
version of your project. So to know which
feedback to incorporate, in which feedback to disregard. First, reflect and write
about your experiences making the prototypes focus
on the following questions. What did you learn when
creating these prototypes? What aspects of the prototypes
worked as expected? What aspects of the prototypes worked better than expected? What aspects of
the prototypes did not work out as expected? What was your initial reaction to the finished prototypes? What did you learn
about your materials? What is your finished
prototypes make you think? And what is your finished
prototypes make you feel. Next, reflect and write about your experiences getting
feedback from other people, focus on the
following questions. What feedback do you agree with? What feedback do
you disagree with? What aspects of your prototypes elicited the response
you intended? What aspects of your project elicited a different
response than intended? What gaps or insufficiencies of your project were revealed? If you got feedback
from multiple people, how is it similar? How is it different? What will you explore further? What changes will you make to your project moving forward? What will you add to the work? What will you subtract
from the work? And finally, how will
the feedback you received change your
project moving forward? Now, of course, you
don't need to write an answer to each
and every question. This is just a list
to get you started. And you may identify
specific questions that you need to answer for your project
that aren't on this list. So this is not an exhaustive
list of questions. It's just a starting point. Feel free to add or subtract any questions that make
sense for your project. If it helps, feel free to play this video as you
reflect and write, pausing the video after each question and taking time
to write out your answer. Once you're done writing, hit Play so you can
hear the next question, then pause, write, and repeat. By doing this, you'll figure
out what feedback you want to incorporate into the next
iteration of your project, whether it'd be more prototypes
or the final version. As always, I hope to see you in the video journal
for this lesson. When you're going to
see me go through the process of evaluating
the feedback that I've received and figuring out what feedback I want to
incorporate into my project. So I hope you can join me
for that video journal. After that, I will see you in Lesson seven when
we're going to develop a plan that will take us through the rest of the creative
process for our project.
14. Incorporating Feedback Video Journal: Hi, welcome to the
video journal for lesson six,
incorporating feedback. So in this video journal,
you're going to see me think through the
feedback that I've gotten, both from the prototypes
themselves as well as the feedback
from Scott in GG. So hopefully this
will give you a sense of what this process looks like when deciding what
feedback to incorporate. It's really an
intellectual process of thinking through
what you've learned. Now I've had a lot experience presenting work to other
people and getting feedback. But if you're new
to this process and you're feeling a
little overwhelmed, don't worry that it's
completely normal. The more you present your
work and get feedback, the more comfortable you'll get, both with receiving
criticism and with figuring out how to incorporate
feedback into work. So I'm going to begin by reflecting on my reaction
to my prototypes. Now if you'll recall, at the
beginning of this project, I really didn't know what
the work was going to look like and I didn't
know how to make it. So seeing the prototypes
was the first time that I got a sense of what my ideas
we're going to look like, how they were going to
operate in reality. Overall, I was pretty excited. I felt immediately that the prototypes had
a strong aesthetic. They had a very unique style. They looked contemporary
and experimental, but they also maintained
a high level of drawing. I wanted the work to
find a balance between experimental art while still maintaining a high level
of technical craft. Now of course, all of the
prototypes were rough. There were no pieces that
I would consider finished, but I'm excited because seeing all of the elements
brought together, seeing dioramas made from my
drawings created a mood and a visual experience
that I thought was very exciting to even
though the work is rough and it needs a
lot of refinement, I certainly feel that
roots are there. The raw material for a compelling finished
product are there. And of course, I
was able to solve so many technical issues
through the prototypes, the scaffolding and screens ended up working as I'd hoped, to stand the drawings upright. And if you remember,
that was one of the bigger technical
challenges for this project. So again, I have a
lot of work to do to create finished
pieces of art work. But after seeing the prototypes, I feel confident
that after creating more prototypes and
getting more feedback, I can bring this work to
a high level of finish. So now I want to talk about the takeaways from
Scott's feedback. Overall, I felt Scott's reaction to the work was quite positive. He seemed to feel that
the diorama was doing a good job representing the interior experience
of the mind. He thought the
drawings were working well and he thought
the aesthetic I created was getting it
what I had hoped for, depicting what the
thought process might look like inside the mind. So that was good to hear. But one of Scott's biggest
criticisms was that the text was not yet
incorporated into the work. Often thought that text
was fighting the images. He also felt the
text appeared to concrete and
monumental and that I should explore ways
to make the text appear more like the way a thought might
arise in the mind. He also felt that he needed to refine the relationship
between the text and the images or the images supposed to be illustrating
the questions? Are they adding
additional meaning? So my read on
Scott's feedback is that he thought the work was heading in the right direction, but I needed to be
more intentional with the relationship between
the images and the text. So now I'll focus on my
takeaways from GG is feedback. Gigi also felt the text was two dominant and was not
incorporated into the work. In fact, GG thought
that work might even be stronger with no text at all. Gigi had two suggestions
for further exploration. First, she thought I should experiment much more
with light ink instead of just lighting the dioramas with one or maybe
two studio lights, she encouraged me to explore
multiple lights using gels, backlighting the dioramas
and being much more intentional with how the
elements and the dioramas are. Lit. Gigi also recommended that I explored the photography
aspect more. So as you know, the dioramas are
going to be created, then photographed,
but then taken down. So the photographs of these dioramas are the
real finished product. So Gigi encouraged me to
research photography more, to take a look at how
other photographers are lighting these kinds
of setups and getting photographs of them
to play more with depth and space as a
photographer might. Gigi also encouraged me
to be more intentional with the meaning behind
the various elements. It seemed the GG often felt
the images were compelling, but they didn't always make sense to her in
terms of meaning. Gigi also felt that there was a lot going on in these pieces. And then I may need to edit. She felt that at times the
pieces were too chaotic and they lacked a primary
subject and area of focus. Now if you're not used to
having your work critiqued, this may sound like a lot of criticism, but I
want to remind you, this is exactly what I asked them to do because
of their honesty, because of their criticisms, and because of their feedback, my work is going to improve. And in that sense, these criticisms don't
make me feel bad. They don't make me
feel like I've failed. They make me excited for
the future of the project, being honest with one another about what's working
in our projects. And what's not is how artists show respect
to one another. I didn't go into this process
looking for compliments. I went in looking
for criticisms. It's gotten GG helped me find the areas of my work
that needed improvement. And for that, I am
extremely grateful to them. So in less than six, I gave you many
questions you can use to reflect upon the feedback
you've received. Now I'm not gonna
go through each and every one of those
questions here, but I want to focus on a few of them that I
think are the most relevant for my work in
the feedback I received. First, I want to talk about
overlapping feedback. Scott and Gigi are
different kinds of artists, but they both immediately
identified that the way I was using text was not integrating
into the work overall, Scott seemed to like
aspects of the texts, G, G naught so much, but they both agreed that the
text was not yet working. So remember, when you get overlapping feedback
from multiple people, you must pay attention to it. It doesn't mean that
you have to make the changes that they suggest, but you should seriously
consider why you're getting similar criticisms
from multiple people. Now, I happen to think
that Scott and g, g are both right. And of course that's
what we should expect. This is my first
round of prototypes. As GGE said, these are more photography sketches than
attempts at finished work. But we can't figure
these things out without making prototypes to see
what they look like. These distinctions are
nearly impossible to make without making
something first, I think the text is interesting. I think there is a
way to include it, but I have a lot of work
to figure out how to incorporate it more
naturally into the pieces. And of course, the way
I'm going to figure that out is by experimenting, is by making more prototypes. And I will almost certainly present the work to Scott and G. G again. Now Scotland, GG, both provided extremely valuable feedback that I think will improve
the work considerably. But that doesn't
necessarily mean I agree with all
of their feedback. Now remember, at
the end of the day, this is my project, not theirs. And as much as I appreciate
their critiques and feedback, I am not obligated to adjust my project to meet their
needs and desires. But you at least want to
consider the criticisms, especially when multiple people are giving you the same
kinds of critiques. But that doesn't
necessarily mean I agree with all
of their feedback. So what feedback do
I disagree with? Well, it's important
to note that both Scott and Gigi, our
traditional painters, they both rely heavily on
old master techniques, and both of them
are interested in classical ideas of composition. That a composition
needs to be balanced. That there should
be a clear subject, that everything in
decomposition should have a specific
function or meeting. Now, I think those classical
ideas of composition are so important in so
many types of artwork. But as you know, I am
trying to depict what the thought process might
look inside the mind. And so often the
mind is chaotic. So often we have
thoughts or images pop up in the mind and we
don't know what they mean. Often in the mind we
have ideas competing with one another
when we can't figure out what we think
about something, or when we're struggling to make meaning out of something. So I'm not sure that pieces that are attempting to depict
the thought process that goes on inside
the mind should be tied down to classical
ideas of composition. Now, I'm not saying
Scott and Gigi or wrong. In fact, I still may be wrong. But again, the
only way I'm gonna know is by creating
further prototypes, is by experimenting further. Now, what I think Scott
and Gigi we're both referring to is that the pieces don't
appear finished yet, they don't appear resolved. So it's up to me to
figure out how to create pieces that have the aesthetic that
I'm looking for, even as they break
compositional rules while still creating pieces that look
resolved, that looked finished. If I want to create pieces that hinted the chaos that
sometimes occurs in the mind, I need to do it in a
way that's not sloppy. It's not just about
throwing things together. I need to figure out a
way to create chaos, but have a piece of artwork
that's still looks finished, that still looks intentional, that still has a
result composition, even if it's breaking
compositional rules. So I thought the
feedback sessions with Scott and GG
were fantastic. They both gave me so
much to think about. And of course, you only saw
segments of the critiques. Each of those critiques lasted
over an hour-and-a-half. So I tried to edit that footage down to the essential moments. So the important
question now is, how am I going to alter my work according to the
feedback I received. What feedback am I going to
incorporate into the work? So here's what I've decided. I'm going to expand and
refine my lighting skills. I'm going to experiment
with more lights. I'm going to experiment
putting barn doors are snippets on lights to see if I can isolate elements with light, I may try colored gels. I may see what
happens when I light my pieces by candlelight
or with flashlights. So I'm committed to further
exploring lighting. Next, I'm going to continue
to experiment with texts with the goal of integrating
it more into the work. This will probably mean
making it less dominant. And I'll probably
need to explore different methods of getting
texts into the work. Next, Speaking of text, I think I'm going to
remove the requirement that every piece
contain a question. Gg thought that the
images were quite strong. So I think I may explore some dioramas that are just
images without the text. Now additionally, I'm going to research artists who do
successfully incorporate texts into their work
because so much of our thought process
happens in words. I think words and texts are an essential element to
include in these pieces. I need to find
people who are using texts in a way that
I can learn from. I'm going to seek clues and how I can incorporate
texts into my work in a way that does depicts how language
might arise in the mind. Next, I'm going to deepen
this space of these dioramas. I'm going to expand
the types of objects and images that I'm using and put more space in between them. So the dioramas themselves
are much deeper. This will help add to the
three-dimensional quality, particularly in the
stereoscopic photographs. And finally, I'm going
to incorporate some of my intersecting
drawings into the work. If you remember, Gigi asked me if I
didn't need sculpture. And I pulled out some of
my intersecting drawings, sculptures that I created. And you know, part of this
project is turning drawings into three-dimensional
objects or spaces. And I already have experienced doing that with other projects. So I think my intersecting
drawing sculptures would be a perfect
addition this project. And I think they might be a
great metaphor for how ideas intersect and come together
to form new meanings. This is the feedback
that I'm incorporating. I have chosen a number of new things to explore or refine. I've selected some new
elements I want to add and I have some new
skills I need to learn. So now the question is, will I iterate or commit? Will I create new iterations
of my prototypes, exploring my ideas further? Or is it time to begin work
on the final products? So as I mentioned in
the previous lesson, I tend to go through a
minimum of three rounds of prototyping and then presenting the prototypes to other
people to get feedback. Each iteration of
the prototypes, I am making changes and
experimenting and creating more and more iterations
of the work to see how these changes affect
the work overall. Are they improvements or not? Again, prototypes are
the best way to do this. Or do I think I now know enough to begin work
on the final project? Now of course, even if you begin work on the final project, you can incorporate the
feedback you've received. I could just take
what I've learned to decide that the next round of dioramas and photographs are going to be
the final pieces. But I feel with
this project that I have so much more to learn. So I'm going to
continue to iterate. I'm going to continue to make new prototype that
explore these new ideas. With each new iteration, I will have something new
to show people to see what their reaction
is in both Scott and Gigi have graciously agreed to take a look at
my work later on. Once I do some more prototypes, I learned some new skills. I try out these new ideas. I'm going to bring
the work back to Scott and Gigi to
see what they think. They can tell me if I'm getting
closer or further away. Now with the next
round of prototypes, in addition to
showing Scott and GG, I will probably begin showing
it to non-creative types. My goal is not to make work that only appeals to other artists. I'd like to appeal
to a wider audience. And in order to do that, I need to expand the type of people I'm
getting feedback from. I know that this video and the last one had been
a lot of talking, but I just wanted
to show you how I think through these ideas, how I evaluate the
feedback that I've received in how I decide which feedback to
incorporate into my work and which
feedback I can disregard. I've shown you some examples of feedback that I agree with. And I've given you an example of some feedback that
I don't agree with. So I hope this process has been illuminating and remember, the best way to get more comfortable with
receiving criticism and figuring out how to use that
criticism is to go through this process of prototyping and presentation over
and over again. Every time you do this, it'll get easier and easier. Every time you go
through this process, you'll get better at receiving
feedback and criticisms. And you'll get better at
figuring out what to do with that feedback and how it can be leveraged to improve
your project. And that's what this
process is all about. Well, thank you for joining
me in this video journal. I hope to see you in Lesson seven where
we're going to create a project plan that
it's going to take our project all the
way to completion.
15. Designing A Project Plan: Welcome to lesson seven, designing a project plan. In this lesson, you're
going to reign in your creative
explorations and design a project plan that will
define the intention, process, and schedule
for your project. The goal of this
lesson is that you design a plan that
is detailed and specific enough to begin work on the final version
of your project and bring it all the
way to completion. Now hopefully in the
previous lessons, you are able to create
prototypes for your project presented to others to get feedback and then incorporate
what you've learned. You may have even gone through another round of
prototyping and feedback. The cycle of prototyping, feedback and further iteration
can go on for as long as you need it to or as long
as your scheduled permits. But at some point, you need to begin work on the final version
of your project. This lesson is going
to help you create a project plan that will
help you do just that. One of the most important
differences between the project plan we're going
to be making in this lesson. And a more traditional project proposal is that the goal of this project plan is not to get permission from somebody
else or to seek funding. The goal of this project plan is to help you
direct your habits and actions to ensure the successful completion
of your project. Now the specifics of a
project plan can change dramatically depending
on the type of project. Every project has
its own unique needs and elements that
need to be addressed. But in this lesson, I'm
going to provide you with a project plan
template that you can adapt to meet the specific needs and elements for your project. It's important to note here
that this course is not intended to teach you how to market or monetize your project. That is a completely
different topic that's outside the
scope of this course. The goal of this course
is the creative process. The process that's going to
allow you to conceive of a project and to work with it all the way
through to completion, and hopefully with a
high level of quality. So the goal of this project
blend is to help you create incomplete,
high-quality creative work. So although every project plan, we'll look a little different, there are some
common elements that nearly every project
plan will contain. So let's start there Focusing on the essential elements
of a project plan. The first essential element
is the project description. So this should be an
updated version of the project description that you started earlier in this course. But now you're going
to updated with everything you've learned
from prototyping in feedback, remember, a project description describes what your project is. It's a functional
description of your project. Next, you want to write a description of your
desired audience. Who is this work for? It is a fool's errand to
try and please everybody. So you want to ask yourself, what are the attributes
of the people that you want your project
to connect with? What are their interests? Where might they find your work? Now we've touched
upon the idea of a desired audience
earlier in this course, but now it's time
to get specific. You want to describe your desired audience with
as much detail as possible. This is important because, you know, you can't
please everybody. So while you're
creating the work, you want to keep in
mind the type of person that you want
to connect with. And you want to know
whether you're trying to appeal to a niche audience, or whether you want your
work to have mass appeal, either are fine, but
you need to go into the creation of your project
with your eyes open. You want to know what kind of people you're trying
to connect with. I'd like to remind you here, as you're creating your project, you should seek
out feedback from Representative members of
your desired audience. That's one of the best ways to make sure that your work is connecting with the type of people you want to connect with. Next, what is your
project intent? What is your intention
with your project? If the project description focuses on what your project is, then the project intent should describe what you want
your project to do. What is the purpose
of your project? What impact are you
hoping it will have? What do you want
people to think about when they experience your work? What do you want them to feel? Reactions are you looking
for from your audience? Now the project intent
is also a great place to define what success for
your project looks like. Does success mean sales? Does it mean reviews? Does it mean a certain number
of likes or followers? How do you define success
for your project? Next, you need to lay
out the tasks that are necessary for you to
complete your project. Now to me, this section
is the most important. It will detail the
specific tasks that you need to complete in order
to finish your project. You also need to order
this list of tasks. So you always know
what you need to do next and what you've
already accomplished. A well-crafted, an ordered
list of tasks will ensure that you
always know how to move forward with your project. Now if necessary, this list can include prototyping
and feedback. Now this list of tasks
will probably be the longest section
in your project plan. This list is also one of the most variable elements
of a project plan. A list of tasks for somebody writing a
children's book will look completely different
from the list of tasks. If somebody designing
a video game, anything and everything can
go in your list of tasks. There's no task too small that it can't be included
in this list. Now of course, it's up
to you to figure out how granular you want to
get with this list. People work best with a
broad outline of tasks. And underneath each task
there's a list of subtasks. So it's up to you to figure
out what list of tasks is, right for your project. And remember, you
can always refine your project plan as
you move through it. But remember, the
goal of this list of tasks is to describe the steps that are
necessary for you to bring your project
to completion, which brings us to the
next essential element for our project plan,
a completion date. Now, although it's
okay for a project to move forward without
a completion date, I find that it's best to hold yourself to a schedule
that will help you focus your time and efforts and keep you coming
back to the studio. I find that a completion date creates a positive
pressure within me. Even if the deadline for a
project is self-imposed, it's still something
to shoot for. And without a desired
completion date, you may feel like you have an infinite amount of time
to complete your project. In my experience, this tends to result in a lack of urgency. I know for me without
a completion date, I tend to procrastinate
and put off getting into the studio
because why not? If I don't have a
completion date, there's no sense of urgency
for me to manage my time. Now in the next lesson, we're going to explore
some strategies that will push you to show up in the studio again and again to make sure your
project is finished. One strategy we're
going to talk about is the idea of announcing your
completion date publicly. You're more likely
to hold yourself to a completion date if other
people are expecting you to. But in order to publicly
announce a completion date, you need to figure out what
that completion date is. This completion day
should be based on your best estimate for how
long your project will take, you wanna be able to find
a balance between giving yourself enough time to
make high-quality work, but to not push your
completion dates so far out that
you procrastinate, your completion date
should give you a sense of positive pressure. So once you have a list of tasks and you have
a completion date, then you can create a timeline. Timeline will help
you figure out how much time you have to complete each task on your list. And of course, your
timeline needs to account for all of the
tasks on your list. Now one quick note here
regarding your tasks, your timeline in your
completion date. If you get to choose the completion date based
on your schedule alone, than once you've
figured out your tasks, you can then select
your completion date by how long you think each
task is going to take. You can create the
timeline for your tasks and base your completion
date off of that. Now, some people have a very limited amount of time to work on their creative projects. So if you only have
a month or two to bring a project
to completion, you may need to base
the whole project plan around that firm deadline. A deadline may define the
scope of your project as well as the tasks
necessary to complete it. So these three elements, tasks, timeline and completion date, should be developed in
relationship with one another. So these are the essential
components of a project plan. I think that nearly
every project plan should contain these
essential elements. But as we talked about before, the specifics of a
project plan can vary wildly depending
on the project. So let me take you through a few additional elements that you may need to incorporate
into your project plan. Many of these will not be
irrelevant for most projects, but I at least want
to cover them so you can start thinking
about whether or not you need to incorporate
them into your project plan. Now if some projects
require money, which means you may need to
think about your budget. Creating a budget
will help you best use the financial
resources you have. It will also help you
figure out if you need to seek additional funding
for your project. Now the process of
seeking funding, whether it's through crowd
funding or grant writing, is a bit out of the
scope of this course. But in the event that you do need to seek
additional funds, that should absolutely be
included in your project plan. So if you have a
limited amount of funds with which to
create your project, you should plan for that. Want a wisely use the financial
resources that you have. You don't want to
run out of money. So one final note here. If you are seeking
funding for your project, then your project
plan can be used to persuade others to
provide that funding. Many grants require you to submit a project
proposal so they can evaluate whether or not the project is right
for them to invest in. This project plan can be
adapted for that purpose. Next, you may want to include
a section about materials. If your project is heavily
dependent on materials, you need to plan for that. E.g. if you're creating
furniture or clothing, you may want to consider putting that into
your project plan, particularly if the
materials that you need are rare, specialized, or time-consuming to get even more simple projects require you to have
the right materials. I regularly need to check my
stack of paper and pencils. So if you think it's necessary, you may want to include
a section about materials in your project plan. The materials section
should focus on what you need and how and when
you're going to get them. Next, skill acquisition,
I find that the type of projects I do often require
me to learn new skills. Learning new skills
can be time-consuming. So during the creation
of your project, you may discover that
you need to learn new skills to create your
vision for your project. This is incredibly common. It could be lighting, it
could be video editing, it could be photography, it could be public speaking. There could be some
form of construction. It could be a new tool. It could be learning how to use a new type of paint or Canvas. The list is nearly endless. So if your project requires
you to learn a new skill, you need to plan for that. You need to plan how you're
going to learn that skill. And of course, how
long it's going to take you in your project plan. Skill acquisition can
be its own section, or it can be a subsection of
your task list and timeline. But it's just one more thing to consider as you're creating
your project plan. Next, collaborators. Now in this course,
I'm assuming you're working on your
project by herself. But many projects
require collaborators and some people just enjoy collaborating
creatively with others. If you're working
with collaborators, you're not just creating a
project plan for yourself. You're creating a project plan. So multiple people know what they're doing it
every step of the way. Now I highly recommend
gaining experience, completing creative
projects on your own before you bring
in collaborators. Collaborators can be great. They can be so helpful, particularly if they have
skills that you don't, but they can also bring
additional challenges. Collaborators will
bring with them their own sets of
needs and desires, their own vision
for a project and managing collaborators
and working within Teams is a skill
in and of itself. Now if you're working
with collaborators, you also need to figure
out who's doing what, how are you going to divide the responsibilities
of the project? This should be reflected
in your project plan. The goal of a good project
plan is so that everybody working on the project
knows how to move forward. They know what to
do at every step of the way to
complete the project. This is true if you're
working on your project by herself or if you're
working with a team. And finally, you
may want to think about your project launch. Obviously, before you worry about putting your work
out into the world, you need to have
completed some work. And that's the focus
of this course, bringing creative
projects to completion. But once you gain experience completing creative projects, you need to think about what
you wanna do with them, how you're going to get
the mountain to the world, how you want to launch your
work into the public sphere. So designing a
project launch means deciding what happens with
your work once it's completed. This could include
gallery openings, publication articles, podcasts, marketing,
social media, monetization, all
kinds of things. So again, my goal in
this course is to help you complete your vision
for your project. But for most projects, not all, but for most of them, people want to get their
work in front of the eyes of other people in designing a project launch will
help you do that. Now of course, this is an incomplete list of potential
project plan elements. Depending on the project, there's a wide range
of other elements your project plan might need. But hopefully, I've
started you thinking about what your project
plan needs to include and how you can use a
project plan to figure out what needs to happen for you to complete
your project. So with all of this in mind, let's get you to your
task for this lesson. So your task for today is
to create a project plan. Your project plan should
include a project description, writing about your
desired audience. It should define
your project intent. It should contain an
ordered list of tasks that are necessary for you to
complete your project. It should include
a completion date and it needs a timeline. Your timeline should include how long do you think
each task will take? And remember these final
three elements, tasks, timeline in completion date should be developed in
relationship to one another. And in your project plan, they can appear
in any order that works best for your project. If necessary, your project plan can
include additional elements, including costs or
budget, materials, skill acquisition, collaborators, or a description
of your project launch. And of course, your
project may require additional elements that
I haven't addressed. So you need to ask yourself
what your project plan needs, even if I haven't brought
it up in this lesson. So what I've tried
to do is give you a basic outline for a
successful project plan. And while creating
your project plan, you always need to keep
in mind the purpose of this project plan is for you
to define the intention, process, and schedule
for your project. A good project plan will
allow you to consistently move forward toward the successful completion
of your project. So I hope you can join me for
today's video journal where I'm going to be taking you
through my project plan. So you can see these
ideas put into action and see what an actual
project plan might look like. I'm also going to provide a downloadable PDF
of my project plan. So if you're so inclined, you can really spend
some time with it. And finally, I'm including a blank downloadable template that you can use for
your project plan. It contains all of
the elements we talked about earlier
in this lesson. It also includes
some blank spaces. You can craft your
own project plan. Now of course, you're
not required to use my template for
your project plan. It's just a resource that's
there for you if you want it. Well, thank you so much for
joining me in this lesson. I will see you back
here for Lesson eight, where you're going to learn
how to design a studio system that will ensure that you get into this studio consistently. There we'll make sure you
have the right habits in time management skills necessary for you to complete
your creative projects. This can be one of
the hardest skills for creative people. I look forward to
seeing you there.
16. Designing A Project Plan Video Journal: Welcome to the video journal
for the lesson seven. In this video journal, I'm going to take you through my thinking about
my project plan. Now this is going to
be a pretty quick video journal because
I've actually shared my project plan with you as a downloadable resource. So if you're so inclined, in addition to watching
this video journal, you can check out
my project plan, or at least the project plan as it stands when I filmed this. Now one reason I say
that is because it is possible that as I progress
through my project plan, it may change as I create more prototypes is to
get more feedback. I may need to add things
to my project plan, or I may figure out
that some things around the project plan really aren't going to
work as I expected. I really tend to think of
these project plans as fluid. It's important to remember that the project plan is there
to help you organize your habits and your actions to ensure that you can successfully
complete your project. But I also want to
acknowledge that the creative process
can be very messy. It can be unpredictable
and plans change. And as you learn more as
your project evolves, this should be reflected
in your project plan. That being said, I
do try and stick pretty closely to my
project timeline. And in particular,
the completion date. Once I start pushing
back my completion date becomes less and less likely
I'll finish a project. So unless I have a
very good reason, I really try and bring my projects to
completion on schedule, even if I'm the only one
setting that schedule. So one more thing
I'd like to share with you before
we take a look at my project plan is how important writing is to
the creative process, or at least to my
creative process. If you took my becoming
creative course, you know that I really encourage people to write about
their thoughts, their feelings, their memories, their ideas, just to
sort through them, just to organize them. Taking what's in your mind
and bring it into reality through writing is such
a profound experience. Thoughts and ideas
can be so intangible. But seeing the mountain,
the real-world, whether that's on a piece of paper or on a computer screen, makes them seem more real. We can actually grapple
with them, change them, organize them, explore
them, and add to them. This project plan is
another form of writing. I've actually had projects where after I write a project plan, I really don't look at it again. But the act of writing it, the act of organizing my project for myself
in some cases, is powerful enough
that that will propel me through to
the end of a project. So for me, creating a
project plan is not just about having this document
that I must follow. It's much more about the process of creating the project plan. To me, the process of
creating a project plan is just as important as having
a physical document after. Now that being said,
for some projects, particularly if
they're very involved or they're occurring
over a long timeline, I will refer back to
the project plan often. Once I'm satisfied
with the project plan, I will usually print out one or two copies and post
them around my studio. This way I run into them often and I can
refer back to them easily by posting my project
plan around my studio, I have a visual
reminder that there is a schedule that
I'm sticking to, that there is a
process I figured out. And in the chaos of the studio that can be a great way
to have some structure. So now I'm going to share a few thoughts about
my project plan. So it starts off, of course, with a project description. This project description
is a little bit different from the description that I created earlier in the course. This description is a little
longer and I've taken out the requirement that every
piece must contain a question. Additionally, I've tried
to refine the wording a little bit to make
it a little clearer, if for nothing else
in my own mind, what exactly I'm
trying to create throughout the course of doing prototypes and getting feedback, you're very likely to have made some distinctions
that may very well change the description of your project that should be reflected in this project plan. The next element is
the completion date. So I've actually
selected a date that I want to have a specific
number of pieces finished. So for me that number
of pieces is six. I want to complete
and photograph six dioramas by June 15th. So the completion
date for this project is June 15th, 2022. There's a reason I
selected that date. June 15th is about three months after I'm scheduled to
finish filming this course. So I wanted to give myself three months to just
focus on the work itself, to do any additional research, to learn new skills, and to learn how to
make high-quality work. Remember right now, I have some prototypes that
are starting to work, but none of them are there yet. So three months to me, sounds like the
right amount of time to consistently
get in the studio, experiment, make work, and bring a minimum of six
pieces to completion. Now remember, I'm going through this process as I'm
filming this course. So you're getting to
see from lesson to lesson how I am
actually applying these tools and techniques in my own studio to work
on my own project. So the next element,
my desired audience, people I'm hoping to
connect with are people who are kindred spirits,
who are curious. So I have a description
of the type of person. I really want my work to connect with people who are curious, people who are interested in self-reflection
and introspection. And I try and get as detailed as possible with my project intent, you'll find a description
of the effect that I'm hoping my work
has on other people. Now one thing you'll notice
here is that I've actually divided my tasks into
different phases. So for this project plan, I have 11 different tasks, and each task falls into
one of three phases. Now, this isn't something
you're required to do and I don't do this
for every project, but it seemed to make
sense for this project. So phase one is research
and preparation. So the tasks in this first
phase actually includes skill acquisition,
research, and materials. So although sometimes those
can be separate sections and a project plan for here
it seems pretty natural default these into the tasks
and timelines section. So remember, there's
no single correct way to do a project plan. You want to be able to
create a project plan with the sections and organization that makes sense
for your project. So phase one of my tasks and timelines section is
research and preparation. Phase two is all about creating the next generation of
prototypes and getting feedback. Anytime I think I need to make additional prototypes and
get additional feedback, I always put that into
my project timeline. Both of those things
take a lot of time and that time
should be accounted for. As I mentioned earlier
on in this course, as I'm getting feedback
at this time around, I'm not just going to get feedback from other
creative professionals. I'm going to try and seek out the type of people that I'm
trying to connect with. So I need to get feedback from people who are not artists, but who I think might
be interested in my work to see how it's
connecting with them. Again, I need to make
space for that and the project timeline
because I only have three months and if I
don't plan for that, I can easily fall
behind schedule. So phase three is all about the fabrication of
the final work. Now that section is
pretty short for now, this is because I know I'm going through another round
of prototypes and another round of feedback will likely learn more along the way. I know for my projects, I often have to add new tasks as I learn more and as
I make distinctions. And finally, we have
the project launch. Now, I've never created
a course like this. I have not generated
a project and then gone through the entire
process on camera. And as I've mentioned
many times before, I don't know how this project
is going to turn out. You've seen me
come up with ideas and start to work on them
and bring them into reality. But at this stage, I don't
have any finished work. I don't know if
the finished work is going to be
successful or not. So you've been through
this process with me. You've been with
me in my studio, is I've gone through
the process of creating this work really from scratch. You were with me
when I came up with the ideas for this project. You are with me as I
create prototypes and you've been with me as I
presented that work to others. Remember, if you're viewing
this in the middle of 2022, the work is really not done yet. So here's what I've
decided to do. So on June 28th, I'm going to debut a mini
documentary that focuses on this project and shows for the first time the completed
pieces from this project. So on June 28th, I'm going to be updating this course to include
that documentary. If you're viewing this
before June 28, 2022, then check back in with this
course because on that date, I'm going to debut
this mini documentary focusing on the finished
work from this project. If you're viewing this
after June 28, 2022, this documentary will
be there so you can see how this project
actually turns out. So hopefully you're
interested in seeing the finished
work from this project. Not only am I really excited
about making this work, but I'm excited about
sharing it with you, my students who have been
with me through this process. So I hope you can
check that out. The final section of my project plan is the
additional notes section here I usually record any questions that arise as I'm
creating the project. Any notes about things that are unresolved with a project, or any stray ideas that I
might want to record but have not yet found a place in
the official project plan. So I wanted to take you through some of the thinking behind my project plan as well as
provide the plan itself. You could read it and just have an example of what a project
plan might look like. But remember, this is not a
rigid structure or format. Nearly every project
plan I create, it looks a little different
depending on the project. And I encourage you
to adopt this idea of a project plan to whatever
suits your project. So ultimately, my project
plan is a document that is designed to help me
get into the studio, into consistently move
forward with my project. To every time I walk
into my studio, I have a sense of what I need to do without a project plan. I contend to be unfocused. It's not like there's
anybody here in my studio that's going
to make me get to work. I have to do that for myself. And having a project
plan is one of the most important tools I have that keeps me focused
in the studio. Well, thank you so
much for joining me in this video journal. I hope you can
take some time and check out my project plan. And remember, I've also included a downloadable project
plan worksheet that's there for you to use
as a template for your project plan if you
feel that would be helpful. Remember, that's just
an optional resource. You are welcome to create a project plan in whatever
way works best for you. So thank you so much for joining me here in
this video journal, and I hope to see
you in lesson eight.
17. Designing A Studio System: Welcome to lesson eight, designing a studio system. So for this lesson,
as you can see, we are out of my office area and into the main
part of my studio. I thought this would
be appropriate because this lesson is all
about making sure you get into your
studio and you do the work necessary to
complete your project. Many creative
individuals thrived during the beginning
of a project. At the beginning of a
project there are no rules. Everything is at its
maximum creative potential. But as you progress
in your project, as you make decisions, the window for creativity
begins to close. Now of course, to move
forward in our projects, we have to make decisions. But every decision we make cuts off other creative
possibilities. The more and more
decisions we make, the less and less opportunity
there is for creativity. And once the project
has been completed, there are no other
opportunities for creativity within that project. It's done. That project
is closed and over. Now this isn't a bad thing. This is just what happens
when we complete a project. This is the inevitable path of every creative project
that gets finished. Although the opportunities
for creativity in a particular project
may come to an end, there are always new creative
projects on the horizon. But as a project progresses, as more and more
decisions are made, a project can start to feel less like creative play
and more like work. And in order to complete
creative projects, we need to be able to get
into the studio and do the necessary work regardless
of whether it's fun or not. So in order for you to not
only begin creative projects, but to bring them to completion, you not only need
to be creative, you need to be conscientious, you need to feel a deep
sense of responsibility to complete your work at
a high level of quality. And you need to be
willing to do whatever it takes in order to do that. Many creative people assume that if they love
their creative work, they'll just naturally
make time for it in their life and that getting into the studio will come easy. But the reality is
far more complicated. With most traditional jobs, you have accountability,
you have a boss, you have co-workers,
you have deadlines and expectations set
by your employer. You have external
pressure to work. You have positive rewards like financial compensation,
prestige promotions, awards. And you also have
negative motivators. Things like reprimand, ridicule, and in extreme situations, termination or even poverty. Many people pursue a
creative career in order to rid themselves
of these dynamics. But when you get rid of
these external forces that compel you to work, you also get rid of
many of the reasons you ever showed up and got
any work done at all. We all like to think of
ourselves as being able to work outside of
these conditions. But let me tell
you, this is one of the hardest aspects of
having a creative career. So let me share with you one of the harsh realities of
doing creative work. This may not be
true in all cases, but it's certainly true in mind. And I think it's true
for most people, nobody but you cares whether or not you make
your creative work. No one but you cares whether or not you make
it into your studio. In fact, you may get pressure from well-meaning
family and friends to let go of your creative hobbies and pursue something more practical. You make it pressure
to hang out with friends or family instead
of going to the studio. Now I know this may
sound a bit pessimistic, but you need to be prepared for the reality of creative work. So many of us do creative
work when it's fun, when it feels like
creative play. But as soon as it
feels more like work, many of us abandon our projects. Beyond your own desire
to do creative work. There are very few incentives for you to get into the studio, and you may experience an intense amount
of pressure to give up on your creative passions and assimilate with the
rest of society. This was certainly my story. So this lesson focuses on how to consistently get you into your studio to do the work necessary to bring your
project to completion, whether it's fun or not. So now I'm going to share some strategies that have worked for me and that have worked for many other creative
professionals. Now if you're
already getting into your studio and completing
creative projects, perhaps this lesson
isn't for you, but I think for most
people myself included, we could refine and improve
some of our studio habits. So the first thing
I recommend doing is assessing your
current studio habits. How often do you get
into the studio? How long do you tend
to stay at the studio? What are the things that
keep you from the studio tends to distract you in the
studio once you're there. By assessing your
current studio habits, you can be honest with yourself
about where you are in your studio practice and you can hopefully identify some
areas of improvement. Next, describe your
ideal studio life. I want you to create a
compelling vision for yourself. Describe how often you'd ideally like to get
into the studio. Ideally, how long
you'd like to be at the studio during
each studio session. Ideally, how would you
behave once you're there? What would your
workflow look like? I want you to create
a compelling vision of your ideal studio life. Something to inspire you, a vision that pushes you toward
your best creative self. Now you probably won't be able
to live up to this ideal, but it's important to have
something to strive for. So once you have an
inspiring vision for your best creative self, I want you to design
a studio schedule. I think the best way to
do this is to figure out how many days a week that you want to get into the studio, how long you want to spend
it the studio during each session and why you want to accomplish
while you're there. One of the reasons
I think this is so important is because it's so easy for studio time
to be leftover time. So many of us wait to
get into the studio until all of the other
aspects of life are handled. Whatever time we have leftover after everything
else in our life, then we get to the studio. This means that our
creative life is in reaction to every other
aspect of our life. We want to reverse that dynamic. I cannot tell you how many aspiring creative
professionals I know that complain that they never have time to get
into their studio. But I also see them
spending hours a week on social media or spending many nights a week out drinking
with friends or clubbing, or they spend hours a week
streaming TV shows and movies. All of this time, could be studio time. Now I'm not saying you can
never do these things. I'm merely trying to suggest that at least some
of the time you're spending on these
other aspects of your life could be better
spent at the studio. It's really up to you to figure out what's
right for your life. But my guess is that you
can identify some of your current habits that aren't ideal for
your studio life. Ask yourself if somebody
were observing your life. If they were watching how
you spend your time and where you put your energy
after observing you, would they determine
that getting into the studio was an
absolute priority for you or would they find that studio time was not as
big of a priority to you? So if the majority
of your studio time is just your leftover time, you're unlikely to complete
creative projects. You want to have a
studio schedule that you are committed
to adhering to. At the end of the week,
you can look back and say, did I get into the
studio enough? If you didn't show up to the
studio on certain days you were scheduled to or
if you left early, you will know
objectively that you're not getting into
the studio enough, but you want to be
able to be honest with yourself and find a balance. And at times you
may need to choose between the studio and other things that are
important to you. Now once you design
a studio schedule, you can always adjust
it to fit your life, but I think it's
essential to have one. So you always know
whether or not you are on track and adhering to
your studio schedule. Now for some people
showing up to the studio at all can
be a real struggle. So if that's the case for you, Here's a strategy you can use after designing your
studio schedule. The only thing you
need to commit to is showing up at the studio on time at whatever days that you are scheduled
to, to start. Once you're at the studio. You don't even need
to do anything. Just show up on time on
the days your scheduled, even if you only stay
there for 5 min, once you establish the habit
of showing up to the studio, you can build upon that. For so many people, The hard
part is just showing up. So establish that habit first, then you can start
to stay longer and longer in the studio and
accomplish more and more things. But if you're really struggling
to get into the studio, develop the habit of
first just showing up. That habit is installed,
built upon it. The rest will come. Never underestimate
the power of starting small and building
up to something. Next. Once you have a studio
schedule and once you're consistently
getting into the studio, I highly recommend having
a daily task list. I try to never go to
the studio unless I know what I need to
accomplish while I'm there. So every morning when I wake up, I write out a list of tasks that I need to get done in
the studio that day. I don't go to the studio until that list of tasks is complete. Now I may not complete every
task on the list each day, but I always know what
needs to be done. Of course, your daily
list of tasks can be derived from
your project plan. If I don't have a
daily list of tasks, I can get very distracted
in the studio, but with a daily list of tasks, I always know how
to move forward with whatever project
I'm working on. Next, you need to deal
with distractions. Distraction is a huge
obstacle in the studio, particularly in the
age of the Internet. So I recommend
attempting to strip your studio space of
any distractions. Now I don't know
what distracts you, but for most of us,
it's the Internet. Now this creates quite
a dilemma because so much of what we do
now is on computers. So one thing that you can do is set up controls
on your phone or computer only allow you to access certain websites
at certain times. For many years, I intentionally
did not have Internet at my studio just because I
found it way too distracting. But of course, the
Internet isn't the only distraction
in the world. So you need to figure out what your distractions
are and try and remove as many of them as possible from your
studio environment. Now I know that if your studio is the corner of a
room in your house, or maybe just a section
of table or countertop. You may not be able to
remove all distractions, but it's at least
worth thinking about. Next. Always have a deadline. One of the most effective
studio strategies for me is to always have a deadline
that I am working toward. Even if it's self-imposed, this could be a
feedback session. It could be an art opening. It could be a date
that you need to get something to a publisher. It could be a commitment
to post work on social media on a
particular day. If you don't have
external deadlines from a gallery or a publisher, make deadlines for yourself and endeavor to stick to them. Having deadlines will keep you consistently moving
forward with your project. If you don't have any deadlines built into your studio life, you will almost
certainly procrastinate. Deadlines create a positive
pressure for us to work. Remember, a deadline
doesn't have to be the completion of a project. It can be steps along the way. This is why it's so important
that your project plan contains a list of tasks
as well as a timeline. So deadlines are an incredibly
effective tool to keep you moving forward toward
the completion of your creative projects. Now this brings me
to my next strategy. Be accountable to others. If you're only deadlines
are self-imposed. No one but you will ever know
if you fail to meet them. Most of us are much more
comfortable failing privately rather than
failing publicly. But we want to leverage
this to our advantage. So instead of keeping your
deadlines to yourself, announced them publicly, involve other people
in your deadlines. Feedback sessions
and project launches naturally bring other people
into your creative process. So scheduling regular
feedbacks can be a great way to have a
deadline where you're accountable to other people in a public project launch is an excellent way for you
to stick to a deadline. Then when I say a
public project launch, it doesn't need to be
anything dramatic, even if you only want your project to a few
family members or friends, that's enough as long
as other people have an expectation that
you're going to accomplish something
by a specific date, you will often feel more
motivated to stick to that deadline so you don't keep your deadlines to yourself, involve other people, hold yourself accountable to others. So I've shared with you some of the most powerful strategies
that have worked for me. But of course not every strategy will work for every individual. It's up to you to figure out what strategies and habits
you need to adopt in order to get yourself into
your studio to produce high-quality creative work
and complete your projects. This may require some adaptation of these strategies
and you may need to experiment to figure
out what works for you beyond the
strategies I've shared. But if you're struggling
to consistently get into the studio and produce
work their first, try these strategies as
they are presented here. Then if you need to
adapt them, you can, if you need to
experiment further, you can start here with
all of this in mind. Let's get you to your
task for this lesson. Starting with the
strategies in this lesson, I want you to design and
implement your studio system. To do this, first, assess your current
studio habits. Next, write about and describe
your ideal studio life. Then design a studio
schedule that you're committed to sticking to
before each studio session. Create a task list so you always know what you want to accomplish once you're in the studio. Minimize the distractions
in your studio. Remove as many distractions
as you possibly can. Always be working
toward a deadline. Once you have a deadline, make them public, hold yourself
accountable to others. Feedback sessions and
project launches will provide both a deadline and
accountability to others. And finally, do your
own experimentation. See what works for you. See if you need to adapt
to these strategies. And if necessary, do your
own research to find other strategies
that may help you refine and improve
your studio habits. Now we know this is a lot, but this is such an important
topic and it's so common for creative people to overlook this essential aspect
of creative life. Of course, in the next video, I'm going to take you
through my studio system. So please join me for the next video journal where I'm going to bring you
into my studio and talk about the
specific ways that I apply these strategies
to my studio of life. So I hope to see you there. And after you watch the video journal for less than eight, I hope to see you in the
final lesson of this course, which will focus on how to bring your projects to
completion and how you can adapt everything you've
learned in this course to best meet your studio needs. And I hope to see you there.
18. Designing A Studio System Video Journal: Hi, welcome to the video
journal for Lesson eight. In this video journal, I'm going to take you through my own studio practices to
try and give you a sense of how I apply the skills and strategies that you just learned to my own
studio practice. Now if you've taken any
other courses with me, you likely know that I really don't share much about
my personal life. I usually don't share much about my own personal story or
how I got to where I am. But I think in this lesson, some of my story might be irrelevant and might
be useful to you. So I'm going to guess that if you're going
through this course, you're probably earlier on in your creative career
than I am now. In addition to sharing
how I'm applying the skills and strategies to
my current studio practice. I'm also going to share
how I have applied them earlier on in
my creative career. I've actually used the tools and techniques that I'm going
to share with you to build a creative career
that has allowed me to support myself
and my family. And in case you're wondering, I don't come from a wealthy
family far from it. In fact, in my early 20s, I actually lived out of my car on the streets of Los Angeles
for a number of months. I was technically homeless, but I was able to use
the same skills and strategies that I'm teaching you to build a creative career. Now, I learned these skills
and strategies the hard way through trial
and a lot of error. So my hope in sharing
with you some of my own personal story
is that you can learn these skills and strategies without having to go through
all of the trial and error that I have so that
you can put these skills and strategies to use
sooner in your life. I arrived at these
skills and strategies by experimenting in my own life, suffering the consequences of trying things that didn't work. So what I'm trying to
share with you here are the things that I wish that
I would've learned sooner. I think my creative
career likely would have been more successful earlier on in my career if I had known
and have been able to consistently apply the skills and strategies that I'm
trying to teach you. My path has not been
a straight line. I have struggled considerably
at many points in my life. I certainly don't want to
give you the impression that I've got
everything figured out. I don't I am a deeply flawed individual who has made many mistakes in life, but I have learned from those mistakes
throughout my life. I've tried so many ways to
make a creative career work. Some things I've tried
have worked wonderfully, others have not worked at all. There have been times
I've been so frustrated where I stopped pursuing
a creative career, but I was always pulled
back into the studio. And I think that's
part of why I've been able to succeed in this field. This is what I've
always wanted to do, and I have put more time
and energy into building a career in the arts than
anything else in my life. This video journal is all about developing strong studio habits and sharing with you
how I have solved some of the same problems that you are probably experiencing. So since we're talking about my studio strategies and habits, Let's start here by
talking about my studio. My studio is in a 2000 square
foot house that I own. My studio serves as not only a place for
me to create things, to draw things, to make things, but to also be inspired
to learn to research. My studio contains a number
of functional areas. I have two light
controlled rooms where I do all kinds of photography, ranging from
photographing models for my figure drawing, filming, drawing demonstrations,
and of course, photographing the dioramas that you've seen me work
on in this course. Behind me here you can see
one of my drawing stations, an easel and iPad stand, and a number of
drawing supplies. I also have a station for
cutting and building things. Here is where I do
everything from building models to cutting and
matting drawings. Now in addition to these
functional spaces, I also have some
inspirational spaces. So my studio contains a pretty
sizable library of books. Whenever I'm looking for inspiration or just to
learn more about art, I spend a lot of time
going through these books. I'll often go through
the same books over and over again,
looking for ideas, looking to see how other artists and
designers have solved creative problems
and trying to expand my idea of what art
and design can be. So I'm very fortunate to have a sizable studio with
a lot of resources. But as I mentioned
before, this is absolutely not how
I started out. I had to work my way
up to a studio like this for the majority of
my life, my art studio, if it can be called, that
was just a corner of a room or a section of
wall where I could pin up a piece of
paper and draw. They were only Studios in the technical sense
of I made art there, but they were not
dedicated art studios when I was living out of my car, the only place I had to draw
was a small sketchbook. It was portable than I could bring it wherever
I want it to go, but that was my
studio at the time. I've had many studios
throughout the years. I've worked out of spare
rooms, converted garages. I've occasionally rented
spaces and old buildings, and for a number of years I even kept his studio at a museum. But no matter where I was living or what I was
doing with my life, I nearly always tried to keep
a consistent place to work, even if it was just
a sketch book and a few pencils that I carried
around in my shoulder back. You really can accomplish wonderful things in very
modest studio spaces. So don't get too caught up
in the idea that you need a big studio in order
to make creative work. If you are early on in
your creative career, just make do with whatever
space you have to work in. Make the best work you can with the resources that you have
and work up from there. That's what the majority of creative professionals
have done. So now that we've talked a
little bit about Studios, Let's move to task lists. Now I wake up every
morning at about 530. I'm the first one
up at my house and it gives me a couple
of hours to myself. So I get up, I make some coffee, and I immediately
sit down to write. I write every single morning. Sometimes I write about
events going on in my life. Other times I write about creative problems
I'm trying to solve. Sometimes I write about
ideas I'm interested in, but regardless of what I
write about each morning, I always end my writing session by creating a daily task list. And my daily task lists
are usually derived from the project plan of whatever project I happen
to be working on in. I am almost always immersed
in some ongoing project. So I've written every morning
on and off for years, the times that I have
not started my days by writing about my life
and figuring out my tasks. I have not been great
times in my life. It's amazing how such
seemingly simple acts can provide so much
meaning and structure. So right now in my life, I write every morning and I create a daily task
list every morning. So this is a pretty
simple concept and I cannot recommend it enough if you're able to try and start each day by
writing about your life, you can write about any aspect
of your life and conclude that writing session by creating a list of things that you want
to get done that day. This has worked wonders both in my creative life and
in my personal life. And it's so easy to adopt. So now let's shift to
my studio schedule. Right now. I usually make it to
my studio 9-10 am. I stay there until lunch, at which point I head home. I come back after lunch. I stay there until dinner time, and then I come back to
the studio after dinner and try and spend at least
an hour or two more there. I do this six days a week. All in all, I spend about 6
h at the studio each day. If I am in the middle of a
pretty intensive projects, I can spend up to 10 h
in the studio each day. So it really depends on
when I have going on. But again, I think here my earlier experiences might be more relevant to more useful. So I got my first job when I was 15 years old and I've been pretty consistently
employed since then. I've worked all kinds of jobs. Most of them have not
been very glamorous. I've delivered pizzas,
I've worked in warehouses. I've done telemarketing, I've
done door-to-door sales. I even worked at
Disneyland for awhile. The few years I
spent in college, I actually had four
jobs to make ends meet. And of course, because
college is so expensive, even then I couldn't
make ends meet. But despite almost always
having at least one job, I've tried to find
time to get into the studio even if I could only make it in an hour a week. Now, if you remember in
the previous lesson, I talked to you about the
idea of leftover time. You don't want your
studio time to just be your leftover time. And the reason that
I think this is so important is because
I have had periods of my life where
the only time I was getting into the studio
was my leftover time. I did not advance
in my career and I ended up wasting a
huge amount of time. Which brings me to a
pretty important concept when you're trying to
develop a studio schedule. Sacrifice, building
a creative career is a lot of hard work and most people don't make
it in this field. So if you have any ambition of becoming a creative
professional, you need to be
willing to sacrifice. You need to be willing
to get into your studio, even as you have friends begging you to come out
drinking with them, you need to be
willing to stay off social media unless it's
absolutely necessary. You need to be willing to
prioritize getting into the studio above nearly every
other aspect of your life. Now, as hard as it can be to make sacrifices for
your creative career. I will say overall, I felt better about my life
when I was making sacrifices. I felt better about myself. I felt better about
who I was becoming. The times when I wasn't
making sacrifices, when I was going out
with friends a lot more or engaging in other
kinds of activities. I had more fun in my life. I didn't have as deeper sense
of meaning and overall, I was just happy with my life. Now of course, you
need to be able to find the right balance
for your life. But I know at least
for my life when I was not consistently getting
into the studio, I felt a sense of
guilt or shame. I knew that I wasn't using
my time in a meaningful way. I knew that I was focusing
more on having fun rather than getting into the studio and having meaningful
experiences there. The reason that
I've been able to build the creative
career that I have is because of the times that I showed up to the
studio consistently. And yes, it's hard, but it is absolutely worth it. Studio time must come
from somewhere and until you have the creative career you want that pays the bills, you'll likely need to have a
job that you're working to support yourself and the
time outside of that job, you need to make a decision about what's important to you. And if getting into
the studio is not as important as other
aspects of your life, you're likely not going to hit
a point where you can have a creative career that
pays your bills and maybe that's not your
goal and that's fine. But I'm just trying to give
you a realistic sense of what it takes to succeed in the arts. So by having a studio schedule, a specific number of days
that you get into the studio, and a specific number of
hours that you stay there. At the end of each
week, you will always know if you've spent enough time in the studio
without a studio schedule, it becomes pretty easy
to congratulate yourself if you only show up
for an hour a month. Now, you may be at a point
in your life where you really only have an hour a
month to get into the studio. And if so, that's okay. But I'm really trying
to get you to think about how much time you actually could spend in the studio if it was the most important
thing in your life. When you work from
that perspective, you may see your time in your schedule a little
bit differently. So now let's shift over to
talking about distraction. So like most people, my biggest distraction in the studio and in life
generally is the Internet. I've tried to take some
pretty extreme measures to limit my time spent online. So first, when I
come into my studio, I actually drop-off my
phone in the entryway, so it's not in my pocket constantly buzzing and
calling for my intention. I also have some pretty strict
controls that I set up on my computer that limit which websites I can go to
and at what times. Now these controls are protected by a code that I don't have. I actually have to call
somebody and have them come over to my studio
to input the code. If I want to visit some of
these distracting websites, tony takes a lot of effort for me to distract myself here. So when we're talking about social media sites and
video streaming sites, if you don't already
know this, you should. Sites like these are designed to keep you there as
long as possible. These kinds of sites are
killers of creativity in focus. Now hopefully you're already aware that social media sites in particular are highly correlated with increases in anxiety, depression, and
even suicidality. Online saying you can
never be on these sites. But again, it's
worth considering how much time you're spending on social media platforms and how much of that time could
go towards studio time. It's also worth
considering how much of your studio time is interrupted
by social media sites. Now, as always, it is
up to you to figure out what balance you want
to achieve in your life. But at least want
to bring this to your attention and
acknowledge how destructive our online lives can be in our creative
and personal lives. So when I get to my studio, I've tried to strip away as many distractions like
these as possible. My goal is that
when I arrive here, there's really not that much
to do besides learn or work. So that's what I
do when I'm here. There's nothing else to do. So now let's shift over to
deadlines and accountability. So as I shared with you
in the previous video, I always have an
upcoming deadline. My deadlines are usually either project launches
or feedback sessions. So when I was just starting
off in my creative career, one of the things
I would do is go to every coffee shop in town and ask them if I could set up a day to display
some of my artwork. Most of them said no, but some of them said yes. So I started off just hanging my drawings and coffee shops. Once I developed a
good relationship with a particular coffee shop,
let me show my work. They're pretty regularly. So this gave me a
lot of experience creating work and finishing
it by a deadline. And by having the public
coming to view it, I could really get a sense of how they were
receiving the work, what they thought about it,
how it was impacting them. So art openings at coffee shops lead to art openings
at restaurants. First it was more
casual restaurants and then fine
dining restaurants. From there I started getting
some gallery shows and eventually I was able to
show my work in museums. But again, I didn't start there. I started very small. I started off by just hanging a few drawings and his
small coffee shop. So if you decide
to go this route, you should know that I
faced a lot of rejection. Most people said no. But at some point, getting your work shown is
just a numbers game. The more people you
approached to show your work, the more likely you
are to get a yes. And it's great experience to bring your work out
into the world, presented to people
to see what they say. So even if it's a
small deadline, you should always have one. You should always
have some kind of a venue to present your
work to the public. Now, if I'm being honest, there are deadlines
that I failed to meet. I've taken commissions
and my work was not well received
by paying clients. These are experiences
you're likely to have, but they're important
experiences. Once you feel the guilt or shame of disappointing
a paying client, you will do nearly anything
to avoid that field. So it pushes you to
create better work. So I don't look at
these bad experiences as utter failures. They were instructive,
they were difficult, but I learned a lot from them. And if you want to
succeed in this field, you'll need to go through
those experiences too. So another thing I've
done is I've always had feedback sessions
in the past. I've really enjoyed and fighting over a few close friends, supplying drinks and food and
presenting my work to them. And these ended up
being great night. It's, it's a really
amazing thing to bring people together
around your creative work, even if they don't like it, you can see how it
impacts them and you will learn so much from
these experiences. So hopefully this has given
you a sense of how I apply these strategies to
my own studio life and how I apply them
earlier on in my career. So the last thing I
want to leave you with is that these are
the exact skills and strategies that I used
to go from literally being homeless to having a
substantial creative career that supports my whole family. These skills and
strategies work. I'm pretty confident that I
would have found success in a creative field
much sooner had I known about these skills
and strategies earlier on. Remember, I had to figure these out through trial and error, but you have the benefit
of learning from my mistakes and my experiences. Now again, you may need to do some supplementary research to figure out what works for you. So if you want a
creative career, you don't need to
come from money. You don't need an
expensive degree. You don't need talent,
whatever that is, but you need is a
good work ethic and goods studio strategies to keep you always
moving forward, creating work, in getting
that work in front of the eyes of others
so you can see what impact it really has. Every project you complete, you'll learn and you'll know
more for the next project. And if you keep with it
and have a singular focus, you're far more
likely to be able to build the creative
career that you want, whether that means
financial success or just being able to make
the work that you love. Well, thank you so much
for being here with me and I will see you in
the next video where we're going to talk about how to complete creative
projects and how to adapt this course to meet your creative needs. I
hope to see you there.
19. Completing Your Project: Welcome to Lesson nine, the final lesson in this course. To start off, let me
ask you a question. When is a creative
project finished? Now, as it turns out, this is a very difficult
question to answer. But in this lesson,
I'm going to give you some strategies to
help you answer it. Now the reality is that any creative project
can go on indefinitely. You can drag a seemingly
simple project out for years or
even a lifetime. You can always find
something that you want to change or
fix or improve. So many creative people
don t think their work is finished until it's perfect,
until it's flawless. But the problem is,
no creative project is ever perfect or flawless. Trying to achieve this, we'll just make sure your
work never gets completed. Or on the other side
of the spectrum, some people decide
that their work is finished because they don't
know what else to do. Or they just get bored or distracted and move
on to something else. So I hope you can see that neither of these
ways of approaching creative projects will yield
high-quality finished work. So what I'm going to give you some strategies
that will help you determine when your creative
project is finished. So first, let's talk about
criteria for completion. So often at the beginning
of creative project, it's really not clear
what finished means. We may not be familiar enough
with the work to really understand what is
required to complete it. But as you work on the project, a clearer vision usually
comes into focus. We begin to sense
when things aren't resolved and we start to develop some ideas on
how to resolve them. We start to get a sense of when something needs further
work or improvement. So as I'm working, when I make these kinds
of distinctions, I always write them down. These are clues as
to what finished means for a particular project. This list becomes my
criteria for completion. So as I move forward
in a project, I tend to add this section
to my project plan. So these criteria
usually fall into two categories,
quality and impact. The quality section includes the technical standards to
which the work is held. The impact section focuses on the impact that
I want the work to have once my project meets the technical standards
that I set for it. And it's having the impact
that I want on viewers. I can deem it complete, even if it's not perfect. So let's explore these
categories in more detail. Starting with quality. What are the standards to
which your work will be held? Now as always, this can vary significantly from
project to project. The standards of good work
for a painting are very different from those of a
book or a piece of clothing. Even if we want to focus in on a specific type of artwork
like painting, still, the standards for quality can be very different
when we're looking at an abstract painting
versus a realistic painting. In a more traditional
realistic painting, standards might include things
like proper perspective, realistic light logic and color theory, or
anatomical accuracy. Any of these things
might come into play for a realistic painting. But in an abstract painting, none of these things
are particularly important for an
abstract painting. We're more interested in
expression or dynamic brushwork. So setting the standard for quality for a completed project can be very challenging
and it will differ from project to project. It's important to note that
a project can be held to incredibly high
standards for quality without being hamstrung with
a notion of perfection. So one of the best ways that I know to set quality
standards for a creative project is to
select creative artwork that is similar to yours
and use it as a model, use it as a guide. E.g. when I was writing my
instructional drawing book, I selected a few books that I thought were of high-quality. They were interesting,
they were beautiful, they were well-written,
well-organized. My goal was to try to bring my book up to the level of
quality of these three books. I chose books that
I thought were successful examples of
instructional drawing books. And I let those set the standard
of quality for my work. Additionally, by having
these books as a guide, I could always see how
these authors were solving the same problems
that I had in my book. I could compare my writing to
the writing of these books to see if it was standing up
to that level of quality. I tried to have my book
B is beautifully and is interestingly
designed as these books. Now I want to be
very clear here. I'm not suggesting that you copy content,
design, aesthetics, or anything else
about the work you choose to guide your
standards of quality. But what I'm suggesting
is that if you find work that you
really love and respect, you can use it as a model, as a guide to the level of quality that you want to
bring your work up to, even if your work doesn't
hit that level of quality. So important to have standards that you want your
work to live up to. So as you're selecting work to guide your quality standards, you want to be realistic. You want to model your creative
project after work that is at a high level of quality
but not unattainable. You don't want to set your
standards impossibly high, particularly if your earlier
on in your creative career, you want to challenge yourself, but you also want to have
the sense that you can achieve the level of
quality you're after. So to sum up, when
you're trying to set standards for quality
for your own work. You can model these standards
after the work of others. You can find work that is similar enough to yours
that is produced at a high level of quality and adopt similar standards
for your own work. One more quick note here. Sometimes when you're
creating a project, you may have a very
clear vision for what the finished work
actually looks like. So if that's the case, and if you feel able to create your own set of standards
for quality, that's great. But if you're struggling, this is a great
strategy that will help you set standards for your work. So now let's move on to impact. Earlier in this course, I had you create a project plan. In that project plan was a
section called Project intent. In that section, you
describe the impact that you want your work to have on
your desired audience. During the prototyping
and feedback sections, you are able to put your work to the test to see if it was really having the impact you wanted
on your desired audience. So in trying to
figure out whether your project is
finished, once again, you want to put it in front of Representative members of
your desired audience. Just because the
prototypes we're having, the impact you desired doesn't mean the
finished work well. So you want to put your
nearly finished work in front of the eyes of your desired audience
to make sure that it is still having the impact
that you want it to. Another reason it's
so important to gauge the impact
your work has having near the end of the project is because your goals
may have changed. Remember, a project plan
is a fluid document that is very likely to change
as your project evolves. So what are the best ways to figure out if your project is complete is to write out the
criteria for completion. So once your work is a rising
to the standards that you set for it and it's having
the impact that you want. Your work can be
finished even if it's not perfect and
that's the critical part. Almost no creative
work is perfect. This is why perfection should
not be our primary goal. We want to produce work
at a high level of quality that has the
impact that we want. But we need to let go of the project even if
it's not perfect. So we can put it out
into the world and move on to other
creative projects. It's so easy to obsess over tiny mistakes in our work
and some of this is fine. I don't want to
discourage you from fixing mistakes that you
see in your project. But I also want
you to acknowledge the trap of perfection
that a quest for absolute perfection will
mean that your work will almost certainly
never be complete. And it's much better to complete a project and get it
out into the world. Even if it's not perfect, then to have it be hidden
away in your studio, waiting for it to be perfect, because it won't be. As always, the more
work you create, the more experience you gain, the better you will
get at telling the difference between
a mistake that needs to be fixed and an
extremely minor flaw that no one is going to notice. But you. Next, let's talk
about meeting deadlines. Having high standards
for quality is great. But if we're working
under a deadline, meeting our criteria for
completion may be a challenge. So I'd like to start
this discussion by sharing an old quote
by Leonardo da Vinci. Vinci said that art is never
finished, only abandoned. Now you may have already
heard this quote. It's quite famous, but I find that there is a lot
of truth in it. So if you have a deadline, particularly if you've made
a commitment to others, you should strive to
meet that deadline. This means that if
you've committed to a gallery opening on
a particular date, you need to do whatever you can to make sure that your work is on the wall in that
gallery on that date. And very often
your deadline will conflict with your
criteria for completion. But in order to honor
your deadlines, sometimes you need
to let the work go even if you don t
think it's finished. So I spent many years working at a small art museum in
Southern California. I cannot tell you how
many times we would have paintings arrive at the
museum that we're still wet. I've also seen artists bring their paint or they're
drawing tools into the gallery and actually
work on finishing pieces minutes before the doors open and guests stream in
on opening night. So I am not recommending
this strategy, but I'm telling you
this to illustrate the point that the
work that you see on gallery and museum walls is often not finished in
the eyes of the artist, they almost certainly
would have made more changes if
they had the time. So ultimately, we
do the best work we can with the time and the
resources that we have. Sometimes a work is done
when it hits a deadline. That's just the reality
of creative work. Now, although you can't
increase the number of hours in a day or the
number of days in a week. You can be smart about
how you use them. So as I approach it deadline, I'll often go from working 6 h a day to working ten
to 12 h a day, seven days a week. Now I'm not saying this
is a healthy habit, but I am suggesting
that in order to bring your work to a high
level of quality, sometimes you need to push yourself past what
you're comfortable with, even if it's temporary in the days leading
up to an opening, all of my family and
friends know that I am not available for anything. I will be in the studio working. Now, of course, you
need to be able to find the right balance
for your life. Maybe working 12 h a day of the week before an opening
doesn't work for your life. That's understandable. Again, I'm not pushing
you to do that, but you need to figure out
what work you're willing to put into a
creative project to bring it up to a high level of quality ball meeting any
deadlines you've said, excellence doesn't
count for a lot if you can't complete a project. But one of the secrets
to creative work is that the more
projects you complete, the more likely
you are to produce exceedingly high-quality
work in the long run. Remember, to make good work, you must make a lot of work. High-quality work is the product
of high volumes of work. So to illustrate this, I'd
like to share a story. Jerry usemin, a teacher at
the University of Florida, ran an interesting experiment
with his photography class. One semester, he divided his photography students
into two groups. One, he dubbed the
quantity group. Students in the quantity
group would be graded solely on the quantity of
the work they produced. The more work they produced, the better grade they would get. The other group he dubbed
the quality group. Students in the quality
group were only required to produce
a single photograph, but to get a good
grade in the class, the photograph had to
be nearly perfect. So the quantity group set to work making hundreds
of photographs. They were constantly
experimented with composition, lighting, subject matter, and anything else
you can imagine. The quality group did
a lot of theorizing in planning for their
single photograph. So you want to guess
what happened. The vast majority of the best work came out
of the quantity group. Why? Well, they were
constantly creating work. They were making mistakes
and learning from them. They were making distinctions, figuring out how to
refine their work. They were identifying creative
problems and solving them. They made hundreds and
hundreds of photographs. And with each one of
them, they learned, they learned what it
meant to make good work. And overall, their work
got better and better. They gained an immense amount of experience and
honed their skills. For the most part, the students in the
quality group each produced a single
mediocre photograph. Despite all their theorizing, they didn't have the practical
skills to make good work. They didn't have
the experience of putting their theories
into practice. So this is one of
the reasons that deadlines are so important. They force us to complete work. Even if a creative project
isn't working well, a deadline forces it to come to a close so we can get on making more work in creating more and more work is the path
to creating quality work. Remember, good work is the
result of a lot of work. Quality work is the product
of a large quantity of work. Good work is arrived at through
a process of evolution. With every creative
projects we do, we learn, we make mistakes, we make distinctions, we
gain experience. And most importantly, we gain the skills and
knowledge necessary to eventually create
extremely high-quality work. So I often tell my students, when you do a project or even a single piece of artwork that doesn't work out
the way you thought. Get excited. You are one-piece closer to a piece of artwork
that will work. The lessons and
experience gained from each project is then put to
work in your next project, and so on and so on. That is the path
to quality work. So to wrap up this
lesson and this course, I'd like to talk to you
about how you can adapt the creative process
that I've been teaching for your own
creative purposes. So as I've mentioned,
the creative process can be messy and mysterious. And what I've taught
you in this course is not a rigid system. I've tried to teach
you how to use the elements of the
creative process. But instead of
thinking about this as a rigid step-by-step system, it's better to think
of these elements as tools in a toolbox. You can use these tools to solve creative problems
as they come up. E.g. ideation is a
process you can engage in whenever you need a creative
solution for any problem. Anytime you're stuck and you
don't know how to proceed, you can engage in the
ideation process to seek out new and
creative solutions. In this course, we started off
with the ideation process, but the reality is it can be used throughout the
creative process. I use ideation right up
until the very end of a project if I have something
I need to solution for. So anytime you're stuck or you need a creative
solution to a problem, you should engage in ideation, whether it's at the beginning of your project or near the end, you can use it for big
problems or small problems. Now prototyping is a
process you can use to test your ideas to see how
they're operating in reality, which is a great place to start. Just like ideation, you can
use prototyping throughout the creative process because prototypes can range
so much in their size, their costs, their complexity,
and their function. Prototyping can be used to solve all kinds of problems
both big and small. So once again, you
should be comfortable using prototyping at any stage in the creative
process into test out any idea that
you're unsure about. The same thing goes
with feedback. In this course, I
demonstrated going from ideation to prototyping
to feedback. But the reality is, you should seek feedback at every stage of the
creative process. In my experience, more feedback is generally
better than less. You should seek
feedback anytime you want to have a
specific impact on your desired audience
to test whether or not your work is having
the impact you desire. So ideation, prototyping,
and feedback are tools that you should use liberally throughout
the creative process. Each of them has a function
that will help you solve different types
of creative problems. When creative problems arise, you have the tools
to solve them. So if you are new to
creative projects, I recommend going through the creative process as
I have taught it here. But as you complete more
and more creative projects, I encourage you to
adapt to this process. Feel free to change the order. Feel free to add
your own elements. Feel free to remove some
of the elements that I've taught here if they
don't work for your project, remember, the creative process
is not a rigid system. The more you work through
creative projects, the more you'll
discover about how you interface with
the creative process. And ultimately your goal
is to create a process that works for you
in your projects. Your final task is to use
your project plan and all of the tools you've
learned in this course to complete your project. Now, you may be weeks or even months away
from your deadline. But whatever your schedule, you have the tools necessary to bring your project
to completion. Now I've tried to
pack a huge amount of information into this course. So I would encourage
you to go back and review these lessons
to make sure you have a good understanding
of the elements of the creative process and
how best to apply them. So as you know, this is the last official
lesson in this course. The final video
in this course is a short documentary about the
completion of my project. In this final video, you're going to see
the finished work for my diorama project and learn more about the process I used
to create that work. My hope is that this
short film will pull everything together
that you've learned in this course and show you the final results of
this creative process. It will address the ideas
taught in this lesson and try and wrap up everything
you've learned in this course. So I would love it if
you could join me for this short documentary about the work that you've seen
develop in this course. I'd also love to hear any feedback you
have about my work. So after you've viewed
the short documentary, I'd love to hear your thoughts. And finally, I
would like to know how you put this
process to work. So if you're taking this
course on a platform that allows you to share
and interact with me. I would love to see
your creative work. So please post and
share so I can see what you've created
using this process and by sharing your work. This will also help
other students to feel brave enough to tackle their
own creative projects. Well, again, thank you so
much for joining me here. It is truly been
a pleasure and I hope to see you in
future courses.
20. Phantasmarama Mini Doc: So I call these pieces
Fantasm aromas. The word Fantasm aroma is a portmanteau of
two words, Fantasm, which is a figment of the mind, and diorama, which is a three-dimensional model
that depicts a scene. So these Fantasm, a Rama's attempt to depict
scenes from the mind. And more specifically,
I think of them as metaphorical
depictions of the mind as it searches for meaning. So this project
includes a number of ideas and techniques that
I've wanted to explore, including collages
made for my drawings, dioramas and toy theaters,
question based work. And attempting to depict what
goes on inside the mind to creating this work has given
me the opportunity to really explore the contents
of my own mind. And my hope is that
it encourages and invites viewers to
explore their own minds, to see how they seek meaning, to see how they
construct their beliefs. I'm very interested, not
in what people believe, but in how they
come to believe it. And by investigating the
contents of the mind, we have an opportunity to explore how we habitually think, what kinds of questions we
habitually ask ourselves. And through this exploration, we have the opportunity
to intervene and to alter the way we think and
the way we use our minds. Our minds are constantly
making pictures, were constantly engaged in
conversations with ourselves. And I wanted to do a body of
work that dealt with that, that explored that, that
attempted to depict the phenomenon of this
constant mental production. So everything I do, beacons withdrawal ink
drawing is what I do. It's how I think. And as a draftsman, I now have thousands of drawings stored away
here at my studio. These drawings are stored
away in flat files, in stacks and portfolios. They're all over the place. Their practice drawings,
they're demonstration drawings. Some of them were done just for the love of getting to know
an object through drawn. None of these drawings are
ever going to be exhibited, are sold, but it seems a
shame to just throw them out. I wanted to give them new
life in a new kind of work. So I began cutting
these drawings out to see what I
could make with them. So in cutting out a drawing, it becomes almost
its own object. When you release it from the confines of the
rest of the page, it becomes its own entity. It becomes a
free-floating symbol. Now what's interesting
about a drawing of an object is that a drawing of, say, an apple doesn't maintain the function
of the real thing. You can't eat a
drawing of an apple, but it does maintain all of the symbolic and metaphorical
power of the actual object. In fact, in some ways, an image of an object makes
for a more powerful simple because the function of the
actual object is removed. So when we see a
drawing of an apple, we don't think to
eat it necessarily. But we might think of poisoned
apples from fairy tales. We might think of Genesis
and the tree of knowledge. Or we might think of golden
apples in Greek mythology, we're left with the
symbols, ideas, narratives, and stories that
the image carries with it. On top of that, I'm drawing of an apple may bring up
personal memories as well. So each of these cutout
drawings operates like a symbol that has its own meaning,
metaphors and narratives. When we start to combine
these drawings together, the meaning seems to compound. We get meanings that are more than the sum
of their parts. So these cutout drawings are
at the root of this work. I started cutting out all
of these drawings and combining them in numerous ways. And I was looking
for combinations that seems meaningful
or significant to me. In many ways, this process of collage mimics the
thought process. This is what our minds are
doing all of the time. We take our
experiences, objects, we come into contact
with people we see ideas were introduced to. We take all of
these things and we structure them in a way that
gives our life meaning, in a way that makes sense to us. Human beings are meaning seeking creatures.
That's what we do. We attempt to structure the
raw experiences of life into some cohesive idea or narrative in hopes that we find
meaning in our lives. I think collage is a very
interesting metaphor through which to explore
that phenomenon. So instead of simply placing these collages
on a flat surface, I wanted to place them
within a 3D environment and dioramas seemed like a
natural fit for this project. I've always been
fascinated with dioramas, whether they be the types of large scale dioramas you see
in natural history museums, or the kinds of
small-scale dioramas that many of us make
an elementary school. Now there's a particular
kind of diorama called a toy theater
or a paper theater. Now, paper theaters
are literally theatrical sets made from paper, in which you have paper cutouts of the characters that you can stage and play act scenes
from your favorite stories. In creating these pieces, I was very much thinking about
them as mini toy theaters. But instead of depicting scenes
from plays, your stories, I was trying to depict metaphorical scenes
from the mind as it searches for meaning. So one of the challenges in
this project was getting these paper cutouts to stand up so they could be
three-dimensional elements. So this project is all
about seeking meaning, which means structuring the raw elements
of consciousness. And I liked this idea of
structure as a visual metaphor. I started creating these
wooden screens and scaffolding on which I could
have fixed these drawings. These screens and
scaffolds are used in this work literally to structure the
individual elements and the individual drawings. These screens and
scaffold to hold up the drawings and they
hold them together, literally structuring
these combinations. So instead of hiding them away, I wanted them to be
apparent in the final work, I wanted the screens
and scaffolding is to provide a visual
sense of structure. Using the idea of
dioramas in toy theaters meant that I also needed to have a ground plane and a background. And these two are
made from drawings. Some of them are more abstract, some of them are more
representational. But the effect that I
wanted was that these were three-dimensional
drawn environments. I wanted to give the feeling of a drawing that you
could step into. Now, of course, thought just
doesn't happen in images. We also think in language. And often as adults, we tend to think in language even more than
we think in images. During the creation
of this work, I tried to investigate the contents of my
own mind quite a bit. I wanted to get a sense of how I talk to myself of the kinds of questions I was
habitually asking myself. Now I've wanted to use questions as a focal point of work
for a very long time. In fact, I've had a hobby for years of collecting questions, to have a document on my
computer that contains hundreds, if not thousands, of
individual questions. These are questions that
I find interesting, challenging,
compelling, important. For many years. I would often just select
a question that struck me as notable or useful
during a time of my life. And I would write in
response to that. Some of these are questions that I've encountered
out in the world. Others are questions that I've
written myself because it seemed like they were questions that I needed
to be asking myself. I wanted to include these
questions in the work. I didn't want the
work just to be a passive depiction of
what goes on in the mind. I wanted it to be
an active exercise in influencing the way that I think when you ask
yourself a question, that's such an immediate way to wrangle some control over
the chaos of the mind. So often asking yourself
the right questions is an incredible way to impact and influence your behaviors
and your beliefs. So part of what I wanted
to do with this work was have a way to
display my collection of questions to commemorate some of the more important or
impactful questions that I've asked myself
throughout the years. And my hope is that other people might find these
questions useful as well. Not every piece has a question, but when thinking about
depicting the mind, I knew I wanted to text, I knew I wanted language. And questions seems such a natural fit for
this type of work. There's so much art out
there that is prescriptive. Their wants us to believe
something in particular that wants to influence our thoughts in a particular direction. But I'm much more
interested in creating work that asks things, not that tells you things. So once these dioramas are assembled, I photographed them, and then I disassemble them so I can reuse the elements
and new pieces. So there is no permanent
physical diorama that exists once
they're created, they're photographed and
then they're taken down. I thought this was an
interesting way to work because the dioramas
themselves are fleeting. Just as thoughts are fleeting, thought is not a tangible thing. It exists and then it's gone. So I thought this was
an interesting way to create these dioramas. They exist for a brief moment, just long enough to
be photographed. And then like a thought,
they disappear. And the elements in the
diorama can then be reused. Again. This is how it works. We combine and recombine all of these ideas swirling
around in our head. We combine them in
different ways and that's how we come
up with new ideas. So I photographed
these pieces for both two-dimensional and
three-dimensional viewing. So I hope is that I can
come out with a collection that people can view using
stereoscopic viewers. So that's currently
in the works. But until then the pieces are available to seeing
they're two-dimensional form. So it's important
for viewers to note that this work is a
complete experiment. So at this stage, I
don't know whether this work is good or not. I'm just experimenting
and exploring. Now of course, I love traditional
representational drawing, but it can be somewhat limiting when it comes to
creative exploration. So a project like this gives
me an opportunity to take my traditional drawings
and use them in new and interesting ways to
be more creative with them, to use them to explore
meaning and symbols, rather than just doing a drawing that looks like something else. So my hope is that this
work might inspire people to investigate the
contents of their own minds, to see how they're using
their minds to see how they determine their beliefs and possibly to get involved, to learn to use their minds
in new and interesting ways. By thinking about new things, by asking themselves
different kinds of questions. To become curious about
how they construct meaning insignificance in their lives and to challenge their
current meanings. It's so easy to get caught up in thinking that what
we believe now, we'll always believable,
always be right. But I think for most of us, when we look back, this
isn't usually the case. Most people don't
believe now what they believed five
or ten years ago. Beliefs change, they grow
through time and experience, we realize our errors
and I think to be to certain about our
beliefs is ill-advised. I'm always looking for ways
to challenge my beliefs, to grow, to change
my way of thinking. And I wanted to
create a body of work that celebrated that process.