Visual & Conceptual Organization
“If you always do what you always did, you’ll always get what you always got.”
“Good” art is a balance of technical skill (form) and quality idea (concept).
“Bad” art lacks the fundamentals.
Here is a point to focus on…
The goal is always to make “good"art with a balance of form and content.
So how do you do that?
It’s a shocking statement…
There is GOOD art and then there
is BAD art.
Start with the visual basics…
There are 7 basic principles in creating quality art: Unity/Harmony
Balance
Emphasis
Rhythm and Repetition, Pattern
Movement
Contrast
Proportion/Scale
&
There are 6 basic elements true of all art: Line, Shape, Color, Form, Texture, and Space
These principles are the rubric, the science to why we respond to the visuals of art.
Balance
Emphasis
Rhythm, Repetition, & Pattern
Movement
ContrastIn content and form
Proportion / Scale
Art ElementsThere are 6 basic elements of art:
Line, Shape, Color, form, Texture, and Space
The visual side of art (or form) basics are covered by considering those outlined principles. Now the next
step is to cover the ideas, or content.
Paradigm Shift
A change in the current mode or level of thinking concerning a particular topic, belief, system, or knowledge. This can be done on an individual basis, or as a whole in a society.
1959 1969 1989 1999
The societal role (or perception) of women in the United States
Paradigm Shifts & Art History
The fastest 3 minutes in art historyThe High Renaissance -
Late 1400’s(Classically themed) da Vinci/St. Peters
Baroque -Early 1600’s(Overly emotional narrative scenes) Bernini/Versailles
Neo-Classicism – Early 18th century
Jean-Leon Gerome/Rotunda UVA
Romanticism -early 1800’s
Idealistic & NostalgicDelacroix/Royal Pavillion
19th Century RealismSocial realism/photographyCourbet/Sullivan BLDG
(Buffalo)
SHIFTAdvent of PsychologyIndustrializationPhotography
Impressionism –Late 1800’s
Optical realism/lightDegas/Balzac
Post-Impressionism –late 1800’s
Bright color/Psychology(Outer becomes Inner)Munch
SHIFTWorld War ICultural InfluenceModern Industry
Art for Art’s Sake (Whistler)
Abstract to Non-Objective
Rapid artistic movements in succession
Late 1800’s to current period
Fauvism Matisse
Expressionism Kandinsky
Futurism Brancusi x2
Cubism Picasso
Architecture Wright
Dada Duchamp
Surrealism Magritte
Kahlo Moore
Regionalism Lawrence
Abstraction Steiglitz
Abstract ExpressionismPollock/DeKooning/Kline
Beyond
Pop/Op Art Warhol
Environmental Art Christo
Architecture Gehry
Performance Burden
Art has a well established history of challenging societal norms.
Every shift is soon challenged. This will make sense in discussing the 7 characteristics of creative thinking.
Chris Burden
Comics Definition
“Juxtaposed pictorial and other images in deliberate sequence, intended to
convey information and/or to produce an aesthetic response in the viewer.”
(from Understanding Comics by Scott McCloud)
Read pgs 6-9 to see how he came to that definition
And why that is not all there is to a “comic”
Paradigm Shifts in Comics 1Batman
1940’s Bob Kane
1960’s Live
Action
1970’s Neil Adams
1980’s Frank Miller
1990’s Bruce Timm
2000’s Alex Ross
Paradigm Shifts in Comics 2
Captain
America
1960’s Kirby
1970 Steranko
1970’s Live Action
Paradigm Shifts in Comics
1900’s Greg & Tim Hildebrandt
2007 Death of Captain America
Paradigm Shifts in Comics 3
Real Drama
1940’s Crime
1960’s Horror
1970’s Lovein
Comics
1990’s Narrative
Theme
2000’s and beyond
Indies, story arcs
Personal note- that the idealism of the 60's culture, the all accepting- no good or bad, is
just plain faulty. Everything cannot be good art.
I operate on an eastern philosophy. In order to establish a
“good”, you also have to establish a “bad”- a yin and yang.
First with the visual (form) principles.
Then with a critical analysis of the concept (content).
Next- look at a LOT of art, all kinds, everywhere. You are NOT limited.
Please excuse the previous soapbox rant and probably the one coming up too... .
(Eastern) Criticism is not simply finding fault.
It is a balance of analyzing what is a strength, and what is a weakness, and then looking at how to improve. That said, improvement is a lot of work and knowledge…
How to know what is what?
Good thing I have this in a handout huh?
Ok...what?
A lot of art making is about Y-O-U.
It is a battle of skills that you are
developing, both material, and conceptual.
Art is a head game that you are playing by yourself.
That battle is about 20% hands on skill, and 75%
mental. And the other 5% is luck, or as
Bob Ross labeled that 5% “happy little accidents.”
How much you put in, is how much you get out.
The critical question to ask is:
What do I want out of this work?
Education Paradigm shiftsThe Sage on the stage vs. the Guide on the side.
Art Education
Art is NOT: step 1-2-3 ta-dah! …now it’s art for the ages.
True art, the art that effects the world- is skill and knowledge based, but most importantly it is reliant upon EXPERIENCE.
Overcoming the psychological self drama of skill-materials-concept-knowledge-education-competition…That is what builds an artist. A studio class is an introduction NOT a means to an end. The challenge and education begin after that introduction.
Sunday on the Pot with George(artist unknown) From the Museum of Bad Art
Do you want an architect to build your school who has very little real experience with building materials, planning, deadlines, or a confidence issue?
What about an unskilled plastic surgeon?
An unprepared firefighter?
An incompetent fashion designer?
If “Art” education is all lecture, books, educational standards and practices, and a cursory studio experience…How will ART advance? Art depends on the risk of
new ideas.
New ideas come from a mix of hard work & experience.
So, as a student…what do you focus on?
Visual Organization
Begin with:
• Big abstract shapes in sketches• Proper referencing
• Create a basic design approach• Consider both the positive & negative
spaces• Plan for emphasis, focal points, and
repetition• Push for a broad value range
• Step back and analyze as you work
Sketching & Planning
Sketches should have at least 3 main stages
1.Thumbnails and Brainstorming2.Research and Roughs
3.Final sketch
“Well begun is half done.” -Aristotle
1. Thumbnails & Brainstorming
These are small (1” or so), quick (30 seconds to a minute), more than 1 idea, and usually without references. Only you need to know
what is going on, this is the point -to come up with the idea, and work through clichés. This is not about drawing or skills. It is
about getting to an idea. Make notes, write important thoughts.
Questions to ask yourself: Is this original and interesting? What am I trying to say?
2. Research & Roughs
These vary with idea, and need. Sometimes this is subject sketching to get a “feel” for it, sometimes it is a quick color or marker study.
Usually a more rendered version of the best idea, with photo-references, size/cropping and material/technique/concept notes. At this point GO TO the library or on-line, or grab a camera for
references.
Questions to ask: Do I have the right photo-references? What design idea am I shooting for?
3. Final Sketch
Again they vary, clean, clear, and accurate. To size with cropping notes. SHOW THE
DIMENSIONS, don’t just have the drawing floating on the paper. The only element
left to focus on is material and technique.
Don’t TELL your ideas, SHOW your ideas. Questions to ask: How am I going to use materials? Artist
Influence
7 Characteristics of Creative Thinking
1. Receptivity Being open to new ideas (listening more & talking less)
2. Curiosity How does it work? How can it work better?
3. Wide range of interests A broad knowledge offers
a broad range of possibilities
4. Attentiveness Realize that every experience is potentially valuable,
Creative people pay attention to details that many others miss.
5. Connection seeking How all aspects can relate to one.
6. Conviction New ideas are derived from old ideas, only foolish people dismiss
the past. Ideas are critical to growth, Art is 99% ideas. Art has a
history of tenaciously valuing ideas and pursuing independence.
7. Complexity Combining the rational with the intuitive.
Lecture classes: Are about notes, facts, and analyzing data. Thinking is: Rational, clear, and in a linear progression
Studio classes:
Are about exploration, experimentation, and hands-on experience with
materials, and intuition. Thinking is: Emotional visual, perceptive, and non-linear.
Page Design Styles & Evolution
Thinking Rules of Thumb
• If you are in love with an idea, you are no judge of its beauty or value.
• It is difficult to see the whole picture when you are inside the frame.
• After learning the tricks of the trade, don’t think you know the trade.
• We hear and apprehend what we already know.
• The dog that stays on the porch, will find no bones.
• Never state a problem to yourself in the same terms that it was brought to you.
• If it’s offbeat or surprising, it’s probably useful.
• If you do not expect the unexpected, you will not find it.
• Don’t get too serious.
• If you hit the target every time, the bulls-eye is too near.
The most common complaints are:
1. Finding the time, “I don’t have enough time.”
1. I don’t have any ideas, “I can’t.” There is always time, you just need to sacrifice something. There are always ideas, but they are hard to come by. Starting anything with “I can’t…” automatically sets in motion a will to NOT do something. EXPLORE ideas.
• Even when there is no idea, keep doing SOMETHING.
• If you are going to spend time, make it worth it.
• You can make smart art.
• Sketch- and sketch more.
• And lastly, don’t lock into the first idea.
(toast art story)
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