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Bringing together authors from the fields of architecture, landscape architecture and art, this book addresses the question ‘Why draw?’ by examining the various dynamic relationships between media, process, thought and environment.
"For more than fifty years, Milton Glaser has designed much of the world we live and experience every day. His posters, books, albums, restaurants, advertisements, and so much more have identified him as the preeminent force in design in America. Now, in Drawing is Thinking, Glaser draws upon an amazing vocabulary of images and techniques to create his most personal book to date. In a way, he has not only been drawing all his life, he has been thinking about art and design on that journey." "Based on his view that all art has its origin in the impulse to create, he has designed a book that powerfully delineates this position. In Drawing is Thinking, the drawings depicted are meant to be experienced sequentially, so that the viewer not only follows Glaser through these pages, but comes to inhabit his mind. The drawings represent a sweeping range of subject matter taken from the full range of a reflective master's career. The pages suggest that drawing is not simply a way to represent reality, but, as the title implies, a better way to perceive the world. The maker and the viewer become more attentive, one by creating the work, the other by experiencing it." "Glaser's two signature books, Graphic Design and Art is Work, are each in print decades after their first appearances. In different ways, each is a display of his work with extended descriptions of how the work came about, and how design problems were visually resolved. But in Drawing is Thinking the author is less interested in display. Glaser this time is concerned with how the mind works in its attempt to create reality."--BOOK JACKET.
Drawing as a tool of thought: an investigation of drawing, cognition, and creativity that integrates text and hand-drawn images. Drawing is a way of constructing ideas and observations as much as it is a means of expressing them. When we are not ready or able to put our thoughts into words, we can sometimes put them down in arrangements of lines and marks. Artists, designers, architects, and others draw to generate, explore, and test perceptions and mental models. In Drawing Thought, artist-educator Andrea Kantrowitz invites readers to use drawing to extend and reflect on their own thought processes. She interweaves illuminating hand-drawn images with text, integrating recent findings in cognitive psychology and neuroscience with accounts of her own artistic and teaching practices. The practice of drawing seems to be found across almost all known human cultures, with its past stretching back into the caves of prehistory. It takes advantage of the ways in which human cognition is embodied and situated in relationship to the environments in which we find ourselves. We become more aware of the interplay between our external surroundings and the inner workings of our minds as we draw. We can trace moments of perception and understanding in a sketchbook that might otherwise be lost, and go back to reexamine and revise those traces later. Kantrowitz encourages readers to draw out their own ideas and observations through a series of guided exercises and experiments, with her lively drawings and engaging text pointing the way. Drawing is a tool for thought in anyone’s hands; it is creativity in action.
′The text is clear and accessible and gives a fascinating overview of how drawing can help children to learn and understand the thinking of others...It is highly recommended for all students and practitioners interested in understanding more about how children express their ideas and theories about the world′ - Early Years Update ′This book is an invaluable resource for anyone who recognises the potential of ′drawing′ as an essential element for developing thinking and learning in the Primary Classroom...and a ′must read′ for those who are sceptical!....This is a fascinating read that invokes a variety of feelings including a sense of wonder and curiosity about the many facets of drawing, which leaves you with a thirst to try out more and explore ways of releasing the untapped potential of ′drawing′ in your own classroom′ - thinkingclassroom.co.uk Children use drawing as a means through which they create, develop, communicate and record their thoughts and ideas. Whether it′s to play, or to express feelings and meaning, drawing enables them to learn about the world, explore their imaginations, and to invent and present new ideas. With an extensive background in teaching and researching children′s uses of drawing, Gill Hope describes the ways in which multiple forms of drawing are used by Primary school children. She explains why it should be actively promoted as a means of supporting thinking and learning across a wide range of subject areas, and provides practical support for teachers. Demonstrating the importance of drawing, and combining a thematic approach with practical guidance, this informative and enjoyable book: - widens teachers′ understanding of the multiple uses of drawing; - shows how children can be guided to use it to support thinking and learning; - explores the range of applications in which drawing can be used across all areas of the curriculum; - looks to the future and at the ever increasing importance of graphic literacy. Providing a fresh insight into the uses of drawing as a powerful tool which supports children′s thinking and learning, this book will be of interest to everyone involved in the development of children′s capabilities, including teachers, student teachers and teaching assistants.
Over the last three decades, the visual artist William Kentridge has garnered international acclaim for his work across media including drawing, film, sculpture, printmaking, and theater. Rendered in stark contrasts of black and white, his images reflect his native South Africa and, like endlessly suggestive shadows, point to something more elemental as well. Based on the 2012 Charles Eliot Norton Lectures, Six Drawing Lessons is the most comprehensive collection available of Kentridge’s thoughts on art, art-making, and the studio. Art, Kentridge says, is its own form of knowledge. It does not simply supplement the real world, and it cannot be purely understood in the rational terms of traditional academic disciplines. The studio is the crucial location for the creation of meaning: the place where linear thinking is abandoned and the material processes of the eye, the hand, the charcoal and paper become themselves the guides of creativity. Drawing has the potential to educate us about the most complex issues of our time. This is the real meaning of “drawing lessons.” Incorporating elements of graphic design and ranging freely from discussions of Plato’s cave to the Enlightenment’s role in colonial oppression to the depiction of animals in art, Six Drawing Lessons is an illustration in print of its own thesis of how art creates knowledge. Foregrounding the very processes by which we see, Kentridge makes us more aware of the mechanisms—and deceptions—through which we construct meaning in the world.
This study is a visual ride through the primary motifs of human art. Examples show how certain basic patterns reappear, time and again, all over the world. It tries to answer the question why prehistoric art, tribal art, child art and modern art have so many design elements in common.
This accessible book explains the significance of relationships between the body and the mark, visual imitation, drawing and writing and visual storytelling, providing a simple guide to these key ideas. For millennia drawing has been conceived as an exploratory activity, mediating between the vision of the drafter and what they are drawing. Drawing reveals hidden relationships, directs attention, scrutinises the material world and provides plans for further action. The book unpacks the key ideas that have shaped the rich, complex and foundational activity of drawing. It presents an unexpected, engaging and authoritative range of illustrated examples of drawings made by culturally and historically diverse people for different purposes, with different media, in widely different times and situations. Educator, author and artist Simon Grennan builds together concepts to create a complete guide to ideas about drawing.
This book argues for the importance of sketching as a mode of thinking, and the relevance of sketching in the design process, design education, and design practice. Through a wide range of analysis and discussion, the book looks at the history of sketching as a resource throughout the design process and asks questions such as: where does sketching come from? When did sketching become something different to drawing and how did that happen? What does sketching look like in the present day? Alongside an in-depth case study of students, teachers, and practitioners, this book includes a fascinating range of interviews with designers from a wide variety of backgrounds, including fashion, user experience, and architecture. Sketching as Design Thinking explains how drawing and sketching remain a prominent aspect in our learning and creative process, and provides a rich resource for students of visual art and design.
Long to feel less overwhelmed? Wish for clarity in your decision making? Looking for lucidity in your thinking? Seeking confidence in your communication? The simple solution is at your fingertips. Paper and pen. In this guide, Brandy Agerbeck reveals drawing as your best thinking tool, making visual thinking attainable and enjoyable through a set of twenty-four Idea Shapers. Each concept combines fine art and facilitation to turn abstract ideas into concrete drawing that help you do great things.
'Truly something that's just a beautiful, slick, and very enjoyable little publication' – CreativeBoom "Graphic Design Play Book features a variety of puzzles and challenges, providing a fun and interactive way for young visual thinkers to engage with the world of graphic design" – Eye Understand how graphic design works and develop your visual sensibility through puzzles and activities! An entertaining and highly original introduction to graphic design, the Graphic Design Play Book uses puzzles and visual challenges to demonstrate how typography, signage, logo design, posters and branding work. Through a series of games and activities, including spot the difference, matching games, drawing and dot–to–dot, readers are introduced to graphic art concepts and techniques in an engaging and interactive way. Further explanation and information is provided by solution pages and a glossary, and a loose–leaf section contains stickers, die–cut templates, and coloured paper to help readers complete the activities. Illustrated with typefaces, poster design and pictograms by distinguished designers including Otl Aicher, Pierre Di Sciullo, Otto Neurath and Gerd Arntz, the book will be enjoyed both by graphic designers, and anyone interested in finding out more about visual communication. An excerpt from the book: How many ways are there of saying 'hello'? Probably a zillion. And there are surely just as many ways of writing it. In CAPITALS, and with an exclamation mark ! Or with a question mark ? Or maybe both ?! As a tiny black word in the middle of a white page; or with large, multi–coloured, dancing letters ; maybe with a simple shape or an image. Being interested in graphic design means looking at and understanding the world around us. And being aware of the multitude of signs that shape our daily life day after day and freight it with meaning – whether it's a stop sign, a cornflakes packet, a psychedelic album cover, a seductive headline on the cover of a magazine, the more subtle typography of a page in a novel, a flashing pharmacy sign or the credits of a sci–fi film. Thinking about this plethora of signs was what led us to conceive this introduction to graphic design as a collection of beacons and benchmarks – as a toolbox for exploring and learning in a simple and intuitive way through play, alone or with others, whether you're a child or an adult. These are experiments, a series of suggestions, with no right or wrong answers. The four sections of this book – typography, posters, signs, identity – are all invitations to dive in, explore and let your eyes and your hands take you on a voyage of discovery! – Sophie Cure and Aurélien Farina