Sunday, February 4, 2024

Day 1

 .

The secret to becoming an expert!

1. Natural Aptitude

2. Love 

3. Focus

4. 10,000 hours of practice




Extension of Self video

 

- - - - - - - - - - - - - - - - - - - - - - - - - -
 
Design Thinking
 
A non-linear, iterative process used to understand viewers, test new ideas, and to redefine creative works.
 
This involves five phases:
 
Understand - Define - Ideate - Prototype - Validate



There are many other ideologies on how to use the brain to understand information. Another possibility used in Psychology, Social Science, Law Enforcement and Political Science is "Systems Thinking".

Systems Thinking
   In short, “systems thinking is about investigating what set of factors and interactions are contributing to or could contribute to a possible outcome” Steve Brown, deputy director of collaborative learning and strategic insight at Southern New Hampshire University (SNHU).
 
 
 
Design Thinking is an artistic process artist use to make a piece of artwork that has value.  This process has been adopted by the business world. One of my most successful alumni Meg Luce 14' Art & Business major, uses Design Thinking to help businesses pivot to stay relevant in a time of exponential change.
 
The Process:
 
Understand -  this happens just by experiencing things. Artist make work based on what they know and are interested in.

Define - the process of taking an interest and figuring out what makes it special.

Ideate - the process of considering a variety of creative ways to visually present the special aspect of an interest. This could be through sketches (digital or physical), photography, assemblages and the collection of imagery. Things to consider: subject matter, different art forms, media types and materials.

Prototype - the process of taking a concept from the 'Ideation' and exploring a variety of visual possibilities for the concept.
 
Validate - the process of getting feedback from other people (also known as a critique) of the 'best' prototypes. 
 
- at this point the artist considers the feedback. If it seems like a good place to stop (the client is willing to pay) then that's it. If not, go back to the appropriate part of the process to make the next iteration of the work. This can take a few tries or many tries.
 
 
Real world example:
To graduate with a degree in studio art, seniors have to create an artwork to present as their senior thesis. If a student follows the design thinking process they would:
- generate an idea from something that interest them
- create a bunch of mock ups of the idea 
- get feedback on the mock ups from peers and professors
- consider the feedback and make informed decisions
- chose an idea to test out and make a bunch of prototypes
- get feedback on the prototypes from peers and professors
- consider the feedback and make informed decisions
- refine the artwork further
- get feedback from peers and professors
- consider the feedback and make informed decisions
--- continue this until the artwork is at a good stopping point for presentation

If the senior follows this pathway, there will be no surprises at the final critique. If all the professors and seniors helped to give feedback, everyone will already have given their opinion about the work. An easy A.

like wise
 
Grading for this course is based on the process not the final product.
Studio art courses are like being on a sports team. Learning happens through participation and practice. There is no expectation that you make great art, but there is high expectation that you will participate in class discussion and 'critiques' as well as spend studio time concentrating on making and exploring. We don't just make one this and call it good. We make many itterations getting feedback and gaining skills and knowledge with every try.

- - - - - - - - - - - - - - - - - - - - - - - - - -


How to use a Mac Computer

Login name = student
Login pass = artist

1. Desktop
2. The Dock
3. Top Menu
4. Making a new Folder 
5. Renaming files and folders on the desktop
6. Opening a program
7. Opening a file
8. Saving a file
9. Closing a program



Using Safari

1) Tabs and Windows
2) Searching
3) Downloading an image
- tools --- size --- large
- get images that are at lease 1000 pixels on the smallest side



- - - - - - - - - - - - - - - - - - - - - - - - - -


Abstract Art

Abstract art is art that does not attempt to represent an accurate depiction of a visual reality but instead use shapes, colors, forms and gestural marks to achieve its effect. from the Tate
 
 
 

Geometric

Abstract Art

The pictorial language of geometric abstraction, based on the use of simple geometric forms placed in nonillusionistic space and combined  into nonobjective compositions, evolved as the logical conclusion of the Cubist destruction and reformulation of the established conventions of form and space. Initiated by Pablo Picasso and Georges Braque in 1907–8, from The Met.

                   Piet_Mondriaan,_1939-1942_-_Composition_10


Non Objective Art

Wassily Kandinsky, untitled (study for Composition VII, Première abstraction), watercolor, 1913

 

Non-objective art is abstract or non-representational art that does not attempt to represent any object or scene in nature. It is usually geometric and aims to convey a sense of simplicity and purity. Nonobjective is defined as not objective, meaning it does not represent objects known in physical nature

 

 - - - - - - - - - - - - - - - - - - - - - - - - - - 

 

Studio Time
- create 5x5” drawings on paper
 
 

 - - - - - - - - - - - - - - - - - - - - - - - - - -

 
Outside of Class
 
1. Download Google Photos app on your smartphone and login
 
 

 - - - - - - - - - - - - - - - - - - - - - - - - - -

 
Projects
 
Assigned:
 
Semester Long Project: Visual Diary

[assigned] First day of class
[due] One image uploaded to Google Photos album 1 hour before class starts (Mon, Wed, Fri)


For this assignment you are required to take a photograph that represents the "moment" you are experiencing before each class. How you interpret this is up to you. 

Upload this image to the Google Photos "Art116 Visual Diary S24-1" album.
 
 
 
Project 1: Bad Photos
 
Take 25 photographs exploring Hartwick with the camera on your smartphone. The goal is to take 25 terrible photographs. 
 
To do this you need to break all the rules. Try taking a picture while running or getting so close the image is blurry. Take images from a high angle, get low, get close, get far, hold your camera at an angle instead of perfectly horizontally. 

Upload your favorite five 'Bad Photos' to the “Art116 Bad Photos S24-1” album  
 
 
Due Wed Feb 12th before the beginning of class.