Sunday, May 31, 2009

Chapter Nine- Pulling it all together

In this chapter McCloud tries to summarize all the main points throughout the comic. After reading this comic book it has made me really understand the effort and construction of certain forms of media; whether it be an animation, a comic book or a painting. I both agree and disagree with McCloud in some areas. You see he explains that art is cleverly constructed and I agree with that with media forms such as comics and animations, however I don’t always think this is the case of art. I think with art sometimes the pen draws the image, so to speak, not the hand so the ink just comes onto the page as it should becoming art work without a deep analysis and break down of how to construct this piece of art. I recently heard of a ten year old girl, Alexandra Nechita, who is now a world famous artist selling paintings for up to $80,000 each. I’m sure when she was that age she wasn’t planning her images, rather, she was just letting her imagination run wild.

Alexandra Nechita’s early work

The lecture we had explored “What is Virtual Reality?” I think that a virtual reality could also extend further than just the computer games we were playing with in class. It could also extend out to comics, animation and art in general. It is a virtual reality as it is a world unlike our own. In this world your limits are your imagination. Even though we can’t fly in real life, in a virtual world flying is as easy as a stroke of a pen or a click of a button. Art is so interesting because we can paint a picture of the impossible.  

This experiment of interactivity in the lecture also relates to what McCloud was saying in the last chapter. He states “all media of communications are a by-product of our sad inability to communicate directly from mind to mind”. Our lecture was putting this theory to the test. As we had our guinea pig down the front trying to navigate their way through games or complex websites we were shouting at them using a range of exaggerated hand motions trying to tell the poor person down the front just how to navigate these mediums. The person down the front couldn’t telepathically read our minds and realize what we meant instead we were trying to communicate in the best way possible what we were thinking. If you have ever had that frustration of trying to describe to someone what that person looks like, or what you wore that weekend or even directions to somewhere you would realize just how frustrating it is to communicate. We use a lot of hand actions and even draw pictures trying to paint the most accurate image in the other person’s mind. We as human beings respond.  

Just like McCloud said that pictures were a way of the past as words had replaced them, pictures are now replacing words in the form of moving pictures such as tv, movies and cartoons. It is a never ending cycle of replacement.

Even though McCloud is discussing comics most of the points he summarises apply to all forms of art, including multimedia design. Multimedia design involves lots of different aspects from all of the original forms of art. It involves design, animation, interaction and much more. Multimedia design is mainly about communicating an idea or advertising a company. Now that I have studied comics and art in more depth than I thought was possible I understand the construction process. I appreciate how some works of art can just happen, but in multimedia design there is a lot more planning for a masterpiece. You have to work based on what materials you have and you brief your client wants for you to follow. Now with the knowledge behind me I have a better understanding of how the human brain works and understands not only comics but art itself. 

Chapter Eight- A word about colour

Thankgod for  colour!

I must say when I read the title "a word about colour" and saw the few little bits on colour in the last panel of the page I got rather excited because, we as visual beings, respond to colour and lets face it, the book was rather dull in black and white. What is a comic book without colour anyway? And well good old McCloud answered just that. Due to commerce and technology comics found it hard to move into colour. Once the technology was there to produce coloured comics there was also the dilemma of production costs. However once they overcame that hurdle it was found that people responded better to coloured comics and so colour boosted the sales. 

As humans we respond to colour. We are very visual and I have often wondered how those who were born blind could ever grasp this concept of colour. Like Kandinsky beleived; “colours could have profound physical and emotional effects on people.” We in fact have almost created a language where by we have linked each colour to an emotion: red= angry, yellow=happy, blue=sad, green=envy, purple=sexually frustrated, pink= girly and the list goes on. Colours also are very symbolic and certain colour combinations have iconic power and can represent certain objects or things. Like McCloud said in comic books colour symbolizes each character.


Green and Purple


Red, blue and yellow

Corporations have also realized the power of colour and how we respond to certain coloucombinations. So massive corporations spend a lot of time emphasizing their logo and their colours for people to immediately respond to colours in certain ways. For example when people say golden may immediate reaction is arches, and when people say red that stupid annoying red rooster jingle pops into your head.


The golden arches


Its gotta be red

Coloured images are by far the most interactive with our human senses and as McCloud explains colour allows things to become      an intoxicating environment of sensations. 

Chapter Seven- The Six Steps

In this chapter McCloud relates comics property’s to other art forms. He also defines what he thinks art is and describes it as “any human activity which doesn’t grow out of either of our species’ two basic instincts: survival and reproduction.” At first I didn’t understand this definition as it seemed different to any other definition I had ever heard before. I thought that it was very broad and that if someone said this definition and asked me to define what it was referring to I could come up with thousands of options. Does McCloud mean that everything we do that doesn’t involve survival or reproduction is art? Then what about cooking? People take pleasure in preparing exquisite foods in a beautiful presentation yet because we have to eat it, it isn’t art?


Not art?

And even though some artists paint for pleasure others have to for money as a job for survival. So is some art itself not really art? Or am I going on a wrong tangent here? What I think McCloud was trying to explain was that art is a result of evolution. Everyone can contribute to art and art is all around us; dancing, signing, drawing, music and more and like McCloud said “in almost everything we do there is at least an element of art.”

In this chapter (like the chapter name suggests) McCloud states “the creation of any work in any medium will always follow a certain path” and sets to define the certain path. He breaks it down into six steps:

1.      Idea/ purpose

Refers to the works content, the purpose of it and the ideas and impulses behind it

2.      Form

What medium the art will be expressed in. Whether it is an animation, a comic book, a film etc

3.      Idiom

What sort of language, genre the art will belong to

4.      Structure

The step where you consider how you will compose the masterpiece

5.      Craft

When you construct the art

6.      Surface

The “first superficial exposure to the work”

Even though I think typically these steps may produce art, not all art comes follows these guidelines, indeed not all art follows guidelines. If we take what McCloud said before that “in almost everything we do there is at least an element of art.” When someone is dancing this can be considered art yet, people don’t sit down and follow these steps.


What’s on his plate could be considered art, yet did he plan the six steps?

He also explains self expression and how this may become present when you are creating your own piece of art. I think there is always some form of self expression in any piece of art as art comes from our previous experiences. Even if you are working for a client and have to create something they have virtually designed themselves, you still incorporate some of your own elements into the design. But then what I don’t understand is that expressionism was meant to be a movement that started in the early 20th century, yet artists have been expressing themselves all along, according to McCloud.


What was the artist  trying to express?

Chapter Six- Show and Tell

In this chapter McCloud explains the history of words and how they originated from pictures originally. He then compares this to how the written language has now become quite separate to pictures, despite their origin and how historically pictures and words have both taken very different paths. Words had less pictorial representations and pictures became “less abstract or symbolic, more representational and specific.”

How could this become writing?

This kind of reminds me of the game Pictionary where you are meant to use pictures to represent a certain object or actions. This game and how well we can achieve communication by not using words shows that from natural instinct picture communicate better than words. In advertisements they tend to use minimal writing and more images and we respond and register images better. On road signs, toilet doors, icons on your desktop in your car etc. there are symbols all around us.

 Even when we are text in each other and are limited to letters and symbols, we still use the characters to create an image to show emotion.

Before we learnt how to read we learnt how to recognize symbols and images and this is because it is a natural instinct. Words were invented to segregate those from the educated and the non-educated backgrounds creating class differences in society. A comic book vs a novel. Both tell stories just in different ways. An image is more visual and is easier to read, it is more interactive. But how did words and pictures separate? How is a picture considered art yet words are the storytellers. It think comic books separate the boundary and both pictures and words reunite together to form a piece of art that also conveys a story. McCloud also explains the importance of pictures and words and how “words and pictures have great powers to tell stories.” He also says how “the different ways in which words and pictures can combine in comics is virtually unlimited.” Even though he refers to comics when he says this, it is the same for animation as well. Animation also has the ability to tell a story and reflect or challenge attitudes in society.

McCloud also looks at the role of both the text and pictures in comics and how they each rely on each other to fulfill a certain role. He mentions that “the more is said with the words, the more the pictures can be freed to go and exploring,” yet he goes onto say “on the other hand if the words lock in the meaning of a sequence then the pictures can really take off.” From what I inferred from McCloud’s words were that a picture can paint a thousand words so without text it is solely up to the reader to create a story from the information given. And on the other side if there if just text given then the reader depends solely on the text to paint a picture of the story. Both text and pictures rely on each other and it is up to the author to decide their use and purpose. This also relates to animation as well, however in place of the text there is audio used such as dialogue, sound effects, music, voiceovers and more. These also have the same relationship that pictures and text have. On the other hand, it is up to the reader to decide what the pictures or words mean. According to the reader or veiwer’s experiences they will interpret something different to others.

What does this look like to you?

Monday, April 20, 2009

Chapter Five- Living in Line

In chapter five McCloud discusses the idea of emotions and “the idea that a picture can evoke an emotional or sensual response in the viewer.” He explains that the way the picture is constructed, the weight, character, direction, shape, colour and texture of the lines create emotion and help to bring the comic to life.

He also looks at the idea of symbols and how lines are used to show certain phenomenons both visible, like smoke and invisible like smell. Even though he is describing comics, it is still present in animations as well. In kids cartoons or even Disney films animation can utilize the sense of sound and sight, the other three senses of taste, smell and touch are all portrayed through the other two senses. In the Lion King for example to show smell lines are used coming from that area and we as the audience don’t have to utilize our sense of smell to understand that it exists in the animation. These techniques are now a commonly accepted symbol, or visual metaphor, and we understand from our experiences that the lines represent smell.  

Symbols are a universal language that is utilized by artists to show a particular emotion, using only two of our five senses. Along with the importance of line and the way it is constructed there are also visual symbols that we as the audience have come to recognize through our other reading or viewing experiences. If we see a bead of sweat on someone’s face we immediately link that to fear, if we see a smile- happiness, if we see tears- sadness, zzzzzss- sleep, crosses on eyes- death, smoke or flames coming out of someones ears or nose- anger. Now lots of these visual representations are definitely not realistic as we all know that when someone is angry fir does not erupt from their ears, yet we have accepted these certain visual symbols among the years from when they first originated and they have stuck ever since, becoming a part of the visual language.

Emotions, McCloud goes onto explain, are not just limited to the characters themselves, backgrounds can also be used to show certain sensations. In class when we viewed anime I noticed that the Japanese certainly utilize this tool to create emotion. When a character gets angry they may be surrounded by flames to show their anger, even though we as the audience know that a fire hasn’t suddenly erupted around them.  



Chapter Four- Time Frames

In this chapter McCloud explores the idea of time and space within comics and other art mediums. He explains that the reader has a sense of time intervals between panels in the comics because of closure. We create relations between the certain objects in the panel and through our past experiences we judge the time intervals between the different actions or the words being spoken to create a moving timeline in our heads. Like McCloud says “pictures and the intervals between them create the illusion of time through closure, words introduce time by representing that which can only exist in time- sound.” Even though we look at a still picture our minds create connections between objects and their actions and relate them to time. Just like Chapter 4 discusses, between panels we as the audience create time intervals, it is also present between certain scenes in animations and films. Within panels and between panels we create a sense of time.

It is kind of like when you are trying to remember events from a party the night before and there are certain scenes or images you can remember (and others you don’t). I’m not saying that I endorse in this sort of behavior at all, but what I am trying to say is that in your head you have all these images and snippets of conversations between people all out of order and even though you have blank gaps you still use closure to fill them in and create a timeline of the last nights events.

McCloud describes how with comics we can see both the past and present, as we can see the certain panel we are reading (the present) yet we can also see next to it on the left the past and on its right the future. He compares this particular observation to other media where we cannot see the future until it becomes the present. However with comics someone can be an “exotic” reader and not follow the usual left-to-right up-and-down reading pattern, they may read wherever their eye land first and this means they have the opportunity to create their own story from the content in the comic book. I am often an exotic reader, only I don’t limit myself to comics. Often in a novel I am guilty of skipping certain sections of the descriptive text and hunting for the dialogue that will break the suspense. McCloud describes that in “other media such as film and television viewer choice has not generally been feasible”, meaning that the audience gets what is given to them, they cannot choose the storyline. 

In this chapter McCloud also talks about motion and how in the last century scientists have been puzzled and wanted to pinpoint the idea of motion. This was discussed in one of our first lectures where we looked at the concept of motion and how its history. We looked at some of Eadweard Muybridge’s work where he took many pictures at certain intervals of a moving object and then used the images to study motion. Before these pictures no one could really define or study the way something moved. This has been an important break through both from comics and for animation in order to animate or draw the characters in motion. It is an interesting concept that we know how to walk and watch others doing it everyday, yet when it comes to visually depicting movement it is hard and we need to use photographs or videos to help us convey motion.



Tuesday, April 14, 2009

Chapter Three- Blood in the Gutter



In this chapter of the book McCloud describes the concept of closure and its importance to design. He describes closure as “the phenomenon of observing the parts but perceiving the whole.” It allows us to create a picture using only limited parts by making connections and assumptions. In movies or animation it cannot retell the whole story down to the last second, the creator has to make choices and selections to still tell the story but in a shorter amount of time. This is when closure is important and film makers use long music sequences with particular significant images to help the audience fill in the gaps. McCloud compares the use of closure from comics and film and explains that even though it is used to varying degrees in both forms of media closure is still and important element and allows the audience to exercise their imagination and fill in certain parts of the storyline themselves.

McCloud categorized the different types of transitions in comics according to how much each frame has changed; whether it is moment to moment shots like someone blinking, an action to action shot like a car crash, subject to subject shots where the panels focus on different subjects or scene to scene shots where it shows different locations or different time frames, aspect-to-aspect and non-sequitur panels. McCloud explains about the different categories and how they have all been used in the history of comics and how comics have evolved to mainly use action-to-action, subject-to-subject and scene-to-scene as the authors have begun to realize our sense of closure and how in two panels it can tell the same story as one displayed in 10 or so. Even though these categories were to describe the different transitions between panels of a comic they are also similar to that of movies and animations. Like comic authors animators and film makers have also realized the power of closure and how people can fill in the missing gaps and still understand the storyline.


In class we studied the Cane toad animation. After reading this article and watching this animation the concept of closure became much more apparent and I then started to realize just how little detail or information that has to be given in order to create a much larger picture. According to McClouds different panel-to-panel categories the animation uses a lot of subject-to-subject shots. An example of this is when Baz gets run over by the lawn mower and when he gets run over by the truck , we don’t see him physically get squished or shredded up but the gory scenes that follow only help us as the audience to put two and two together based on our past experiences and piece in the gaps of the scene.

Another example is The Lion King where in the opening title sequence all the animals are running towards something, we don’t see them running all the way to the “rock” rather there are subject-to-subject shots where we connect the pictures and see that all the animals are running the same way and so are all running to the same place. A voice over didn’t have to tell us that, and neither did a caption, but we can predict it through our sense of closure.

Selection of detail is used by film makers and animators and allows the animation or movie to be shorter without reducing the storyline. It relies on closure in order for this technique to work. Just like the theatrical idea that “less is more” McCloud explains that with selection of detail “finding the balance between too much and too little is crucial.”

When you are reading a comic or watching a movie you never consciously fill in the gaps, it is an automatic thing that comes from past experiences. After reading this chapter it has made me much more conscious of closure and how my experiences have helped me to fill in the gaps. I realized just how much film makers ask the audience to leave to their imagination yet we all seem to get much the same storyline.

Chapter Two- The Vocabulary of Comics


Chapter 2 explores the idea of icons and how things in comics are merely representations of the real thing, they are not actually the thing itself. Through many examples he defines icons as "an image to represent a person, place, thing or idea" (pg 27 Understanding comics- The invisible art by Scott McCloud) he discusses the power of images to represent certain things and how this can be used as a visual tool of communication through design.

He also describes how comics are not representations of real life, but rather are just simple representations. The drawings aren't detailed because they don't have to be. Any person can see the representations and accept them for what they are representing with much detail. This is the same with the anime that we studied in the lecture. All the lines are very simple and there isn't a large amount of detail put into the drawings as they need to be quick and cheap to make.
And yet, even though some of these cartoons hardly look like any normal human being, we still accept them for what the are meant to be. He also describes facial expressions and how a simple stroke of a pen can turn someone angry or happy. It is from our previous experiences of sub-consciously studying other’s faces that we understand the emotions the animator is trying to create. McCloud highlights the importance of symbols and how they reflect the way we understand or read a certain picture.

Different representations of a girl:



Scott also describes how “backgrounds tend to be slightly more realistic” than the character itself. The character is repeated so many times throughout the comic book or the cartoon that the audience have already identified what they are so the character doesn’t need any more detail. McCloud explains that “this combination allows readers to mask themselves in a character and safely enter a sensually stimulating world.” McCloud relates this technique to animations such as Disney where this certain technique is a “practical necessity.” In class we studied Disney’s “The Lion King” and I can understand exactly what McCloud means. The characters all have very simple lines and detail, whereas I could be fooled that the background is actually a picture it is so realistic and detailed.


Chapter One- Setting the Record Straight

Scott McCloud in the first chapter defines what he will discuss in the book further in detail. He uses a certain format, just like any other book, which then highlights the main topics and then he defines them. I like how he has used a comic book instead of a novel. A novel would seem too long and boring to read each week, yet in a funny way a comic book seems somewhat enjoyable to read as it is more interactive and visually pleasing. Even though it is an educational book still, it is cleverly disguised.

The first chapter is mainly about the history of the comic. In the history he defines that comics haven’t always been a series of comical images, rather they originated in Egypt and weren’t anything like what we have seen today. He went on to show how many of the modern ideas all have originated from works of others in history and he then showed how they have evolved in time as there has been access to better materials. This was also displayed in the lecture how the first sorts of animations were used with stop motion, where there were many images taken and then they were used like a flip book animation. By comparing the old Egyptian comics to ones we have nowadays it makes me feel rather dumb. The Egyptian  comics seem so much more complex yet the ones we have now are more straight forward and to the point. The level of imagination you require to interpret the comics now seem less than the old days. Then again I’m speaking from this day and age, the Egyptian comic shown below may have made more sense if I was from that era.

How could someone possibly paint a story with these images?

By studying the history of comics it made me think; just what will comics be like in the future? Will we even have comics or will we all resort to the moving competitor- animation. Or will animation even exist? Or will we even exist? The future is uncertain for sure. But what I have noticed are that there are now two main types of comics I have come across in my readings: adults and kids. Comics for kids are more like McCloud’s book, they are longer and have more panels creating a story. Whereas adults comics are only a few panels long and involve funny skits or a comedic short storyline. Maybe this is because children have more time to imagine than busy adults? Or maybe it is because children need more panels to understand a simple story? Or maybe its because kids just like the pictures?



Kids animation vs. Adults

McCloud also defines a comic and classifies the difference between cartoons, art and comics. In class we explored the history of animation and how it has evolved into a much bigger and more powerful source of entertainment and communication which was similar to that of what McCloud was stating as well. Also just like what we learnt in class about animation Chapter one also showed just how powerful comics were. Both comics and animations allowed action, characters and settings that are out of this world as they are created using materials and aren’t photographs or video footage. Because of this basically anything you imagine can come to life in the simple click of a button or the stroke of pen. 

Hannah :)

Monday, March 16, 2009

Week 2 Article

Reading: Bruce Mau Inc. 1998 The Complete Manifesto For Growth

1. Make mistakes faster.This isn’t my idea -- I borrowed it. I think it belongs to Andy Grove.

Making mistakes is an important part of any process. When you make mistakes you learn from them and your work therefore increasingly improves. To make mistakes faster means that you are constantly trialing and asking for feedback from peers or professionals and learning what is right and wrong.

This point is very important to the design process as it is all constant trials and errors which we go through and make decisions to make the final product. In multimedia design, mistakes are part of the natural design process and therefore to make mistakes faster it will aid your knowledge and help you develop your own personal style much quicker. Also the quicker you make mistakes the more time there is for more mistakes which will help develop your knowledge further.

An area where I have found this particularly helpful is at work. As I work at a lolly shop there is much to learn from bagging lollies to serving customers. I made many mistakes and the bosses were more than happy to help in the first few days. Having made that many mistakes I learnt from them each time, carefully trying to remember them so that I didn’t repeat them again.

41. Laugh. People visiting the studio often comment on how much we laugh. Since I've become aware of this, I use it as a barometer of how comfortably we are expressing ourselves.Laughter is a common social platform. It doesn’t matter what age you are or what your first language is it is a way of communicating.

I think this strategy is important as when you are doing your work in order to bring out your best work you should feel comfortable and be able to explore different things. When you are having fun (and laughter is an indicator of this) you are able to present your best work. Industries have realized the importance of laughter and have implemented it in their workplaces and in their advertisements. An example of this is the Laugh for a Cure scheme which is present in hospitals at the moment as professionals have linked laughing to some patients recovering at a more rapid pace. This particular approach is good especially for design as a person is more likely to remember a particular brand or animation if it has a quirky element of humor.

Process is more important than outcome.When the outcome drives the process we will only ever go to where we've already been. If process drives outcome we may not know where we’re going, but we will know we want to be there.

When we set a goal we work towards gaining it so whatever the process it should lead to the desired outcome. I think this strategy is important because we certainly learn more during the process, and the outcome is a result of the process. The process creates the outcome.

The outcome doesn’t just happen there is always a process behind it. Every decision that is made happens for a reason. Through the process you make many decisions for many reasons. When you are deciding on the decisions you learn what is acceptable and what things are more important than the others for the particular task.

This approach will help my work in many ways. If I follow this statement then I will experiment more and let the process decide on the outcome. I won’t think of a particular outcome and then try to construct it instead more mistakes and more trial and errors will lead me to a much more thoroughly constructed and thought out product.

An example of this is my career path. I don’t know what my desired occupation is yet, so I decided when it came to choosing my preferences that I will choose something that I feel I am good at and more importantly what I enjoy. So I choose multimedia design. I don’t know where this course will take me I only know that if I follow things that I succeed in and like then I will gain the outcome that I desire.

Hannah :)