This document discusses how integrating hands-on art and design projects into entrepreneurship education can provide students with valuable real-world experiences. It argues that art fosters imagination and the ability to see problems from different perspectives, both of which are important skills for entrepreneurs. The document outlines an approach used at Cogswell Polytechnical College where students from different disciplines work together on collaborative projects, strengthening their individual skills while learning to contribute to a team. It provides examples of how basic skills in drawing, sculpting, and other art forms can be useful design tools for developing products and scenarios, even for those not primarily studying art.
VDIS10015 Developing Visual Imagery - Lecture 2Virtu Institute
油
In this lecture we will discuss how to develop and refine
drawing and other visual representation tools that can be
used to create original imagery. We will look at different
ways of creating image as well as ways to improve our
skills. These skills are physical but also cognitive tools for
professional practice. Our focus is on the development of
drawing rather than a particular level of drawing technique.
Project Based Learning through Integrationbchettri
油
This document discusses using project-based learning and visual art integration to develop creativity, curiosity, and risk-taking in elementary students. It provides the example of a "Lama Dance Project" where students create masks and learn watercolor techniques. The benefits of this approach include strengthening connections between subjects, discovering individual interests and abilities, and developing confident lifelong learners. Integrating technology allows for exploring other cultures and genres. Evidence shows students developing original ideas and taking risks in their work. The goal is to cultivate inventive thinkers through hands-on, cross-curricular visual art projects.
Basics of Interaction Design Strategy Spring 2012 Part 2Anh Dang
油
The document discusses trends in interaction design and mobile design. It covers topics like responsive design, mobile-first design, touch interfaces, and designing for various mobile capabilities and screen sizes. Various designers and their perspectives on topics like responsive design, mobile usability, and organizing content for mobile are referenced.
Basics of Interaction Design & Strategy Fall 2012Anh Dang
油
This document provides an overview of a course on interaction design and strategy taught by Anh Dang at the School of Visual Arts. The course will focus on developing design strategies for multiple devices through case studies, collaborative exercises, and interactive prototypes. Key objectives of the course include learning industry theories and practices, techniques for organizing information, methods for iterative design, developing interactive prototypes, and designing interfaces for different platforms. The course will cover topics such as user experience design principles, business strategies, content strategies, and trends in responsive design and mobile considerations.
Basics of Interaction Design + Strategy F2011 Part 2Anh Dang
油
The document outlines the schedule and activities for a course on basics of interaction design and strategy. The day includes a morning session covering basics and a design challenge, followed by a lunch break. The afternoon has another design challenge session on information design and e-commerce, as well as a mobile challenge. Students will participate in team activities like site reviews and evaluations.
Basics of Interaction Design + Strategy F2011 Part 1Anh Dang
油
This document provides an introduction and agenda for a course on interaction design and strategy at the School of Visual Arts. The course will focus on designing user experiences for web and mobile through collaborative exercises and interactive prototypes. It will cover core theories, case studies, information architecture, content strategy, iterative design processes, and designing for different platforms. The schedule outlines sessions on basics, discovery activities, design challenges, and a mobile challenge for the day.
Basics of Interaction Design & Strategy Spring 2012 Part 1Anh Dang
油
This document provides an overview of a course titled "Basics of Interaction Design + Strategy" being taught in the spring of 2012 at the School of Visual Arts. The instructor, Anh Dang, outlines the course objectives, schedule, and topics to be covered over the semester, including industry theories, information architecture, iterative design processes, interaction design, and interfaces for various platforms. Students will work on design challenges for web and mobile experiences and learn about trends like responsive design and mobile-first approaches.
Sva Intro to Information Architecture & Design Fall 09Anh Dang
油
This document provides an introduction to a course on Information Architecture and Design taught at the School of Visual Arts. It introduces the instructor, Anh Dang, and outlines some of the key topics that will be covered in the class, including organizing information using techniques like card sorting, visualizing data using visual variables and gestalt principles, and designing user interactions that consider concepts like affordances, mapping, constraints, visibility and feedback. The document includes examples and proposes exercises for students to redesign an interface to improve its usability based on information architecture principles.
This short document promotes creating presentations using Haiku Deck, a tool for making slideshows. It encourages the reader to get started making their own Haiku Deck presentation and sharing it on 際際滷Share. In a single sentence, it pitches the idea of using Haiku Deck to easily design presentations.
This short document promotes creating presentations using Haiku Deck, a tool for making slideshows. It encourages the reader to get started making their own Haiku Deck presentation and sharing it on 際際滷Share. In just one sentence, it pitches the idea of using Haiku Deck to easily create engaging slideshows.
George Leulescu is a married man with experience working in sales roles in the pharmaceutical industry from 2009 to 2014 at Actavis and from 2006 to 2007 at Zentiva, where he promoted products to doctors and pharmacists. He has over 25 years of sales experience in various industries including food, insurance, entertainment, and transportation. He holds a degree from the Bucharest Polytechnic Institute and has taken several professional courses to develop his skills in areas like customer partnership, presentations, negotiations, and time management. He is currently seeking a full-time role that allows him to utilize his skills and experience.
This document summarizes an event about DevOps held on November 4th, 2016. The event included presentations on DevOps journeys at KPN, DevOps transformation, creating a software delivery pipeline using automation tools, developing competencies for DevOps, and creating a high performance IT organization. Breakout sessions were also included on various DevOps topics. The goal of the event was to discuss best practices for implementing DevOps to improve organizational performance.
Spanish dance can refer to many expressions of dance considered particularly Spanish and reflect the customs and traditions of villages across Spain. Some popular Spanish dances that have been popularized worldwide include the fandango, seguidillas, and jota. Additionally, there are regional dances like the Sardana from Catalonia, the mu単eira from regions like Asturias and Galicia, and flamenco from Andalusia, which is perhaps the most famous Spanish dance globally known for its emotional performances combining dance, singing and guitar music.
David Creel has over 30 years of marketing and management experience. He has held senior marketing roles at BancStar, Inc. and TCF National Bank where he developed new products, implemented promotional campaigns, and managed marketing teams. Creel has a proven track record of generating new deposits and accounts, coming in under budget, and developing award-winning marketing strategies.
What Would That Look Like? Visual Notetaking and Interactive NotebooksSusan Santoli
油
This document provides information about a presentation on visual notetaking and interactive notebooks. The presentation will be delivered by Paige Vitulli and Susan Santoli and will discuss how visual literacy and strategies like visual notetaking and interactive notebooks can deepen student understanding, engage students, and serve as formative assessments. The presentation will provide examples of different types of visuals that can be used in classrooms and resources to help teachers instruct students on using these strategies.
You may be using visual representation in your classroom, but are you having students create their own visuals to provide evidence of what they know and understand?
How can visual notetaking and interactive notebooks motivate student engagement and critical thinking in social studies classrooms?
Margit Hideg wants to teach students creative and critical thinking skills through a collaborative and supportive learning environment. She focuses on individual attention to help students develop self-expression and set their own goals. Her teaching incorporates both traditional and digital media design practices. Students learn real-world problem solving and business skills through concept design, production, and client presentations while gaining an understanding of design history and visual vocabulary. Her goal is to encourage multidisciplinary projects across various media and platforms to help students take risks, learn through new experiences, and see the world innovatively.
The document outlines learning outcomes and evaluation criteria for an art-making task. It states that through engaging in the task, children should be able to observe details, use imagination and be inspired by other artists. They should also learn to use tools effectively, understand digital media, experiment with different materials, and develop ideas. The evaluation section says the educator will assess children's participation, enjoyment, disposition, abilities, and development of ideas. It lists ways for children to evaluate and record their own artworks.
Winnow Contributor - Dina Poon Chong takes a look at the impact of visual arts in business. In this article, she shows how it influences building and office design, decor, ads etc.
Winnow Consultants and Associates thought it necessary to show how business is influenced by arts but simultaneously highlighting the the visual arts is a business
Presentation delivered at 29 May STAND UJ Symposium, by Jolanda Morkel.
Presentation title: Learning in practice. Learning for practice. Learning through practice.
Seminar title: Socially Engaged Pedagogies in Art and Design Education
DESIGN TEACHING FOR RELEVANCE
The Development Skills of Design in Line Element in Grid System on Visual Ar...amerakatz
油
This chapter introduces the research topic of developing design skills using line elements in a grid system for visual art education. It discusses the importance of visual art education for student development and outlines the research problem of students having weak understanding and skills in creating patterns and designs. The research objectives are to identify how line elements and principles can be taught through patterns and grids and to enhance student understanding and skills through demonstrations. Key terms are defined such as design skills, line elements, and grid systems. The study will be limited to primary students in Kuala Lumpur and aims to measure student development through learning materials and demonstrations of 2D and 3D patterns.
Evocative Pedagogy Bricolage Curriculum Common Coreilaeadigital
油
This document summarizes key points from a presentation by Olivia Gude on revising art education curriculum standards. It notes that simply focusing on elements and principles or traditional media is no longer sufficient. The field of art education must change to remain relevant and engage students. A good curriculum should support meaningful student artmaking, represent contemporary practices, and utilize skills in real contexts through investigative projects that introduce methods and create opportunities for students to make meaning.
Selection of projects that I worked with stakeholders to develop product or service design. Projects developed in internships with companies as Play DXTR, Fydico and Mini Booster.
Graphic design involves shaping how information is presented through visual communication. It is used in many mediums like television, marketing, print, and web design. The author teaches students to find their unique creative voice by cultivating their inner artistic instincts and refining their personal style, rather than imitating others. Students are encouraged to appreciate the process of design and not just the finished product. Developing one's own style takes time but is crucial for producing meaningful graphic design work.
This portfolio document summarizes the experience and skills of an interaction designer. It highlights experience in user-centered design, research and development fields. The portfolio contains tangible and interactive objects as well as graphic design, illustration and fine art skills. It provides examples of projects across various domains including service design, user interfaces, brainstorming tools, children's education and healthcare. The designer's role includes concept development, prototyping, user research, workshops and graphic design.
This presentation was given by Thera Jonker of HKU at the project meeting Fostering and assessing students' creativity and critical thinking in higher education on 20 June 2016 in Paris, France.
This short document promotes creating presentations using Haiku Deck, a tool for making slideshows. It encourages the reader to get started making their own Haiku Deck presentation and sharing it on 際際滷Share. In a single sentence, it pitches the idea of using Haiku Deck to easily design presentations.
This short document promotes creating presentations using Haiku Deck, a tool for making slideshows. It encourages the reader to get started making their own Haiku Deck presentation and sharing it on 際際滷Share. In just one sentence, it pitches the idea of using Haiku Deck to easily create engaging slideshows.
George Leulescu is a married man with experience working in sales roles in the pharmaceutical industry from 2009 to 2014 at Actavis and from 2006 to 2007 at Zentiva, where he promoted products to doctors and pharmacists. He has over 25 years of sales experience in various industries including food, insurance, entertainment, and transportation. He holds a degree from the Bucharest Polytechnic Institute and has taken several professional courses to develop his skills in areas like customer partnership, presentations, negotiations, and time management. He is currently seeking a full-time role that allows him to utilize his skills and experience.
This document summarizes an event about DevOps held on November 4th, 2016. The event included presentations on DevOps journeys at KPN, DevOps transformation, creating a software delivery pipeline using automation tools, developing competencies for DevOps, and creating a high performance IT organization. Breakout sessions were also included on various DevOps topics. The goal of the event was to discuss best practices for implementing DevOps to improve organizational performance.
Spanish dance can refer to many expressions of dance considered particularly Spanish and reflect the customs and traditions of villages across Spain. Some popular Spanish dances that have been popularized worldwide include the fandango, seguidillas, and jota. Additionally, there are regional dances like the Sardana from Catalonia, the mu単eira from regions like Asturias and Galicia, and flamenco from Andalusia, which is perhaps the most famous Spanish dance globally known for its emotional performances combining dance, singing and guitar music.
David Creel has over 30 years of marketing and management experience. He has held senior marketing roles at BancStar, Inc. and TCF National Bank where he developed new products, implemented promotional campaigns, and managed marketing teams. Creel has a proven track record of generating new deposits and accounts, coming in under budget, and developing award-winning marketing strategies.
What Would That Look Like? Visual Notetaking and Interactive NotebooksSusan Santoli
油
This document provides information about a presentation on visual notetaking and interactive notebooks. The presentation will be delivered by Paige Vitulli and Susan Santoli and will discuss how visual literacy and strategies like visual notetaking and interactive notebooks can deepen student understanding, engage students, and serve as formative assessments. The presentation will provide examples of different types of visuals that can be used in classrooms and resources to help teachers instruct students on using these strategies.
You may be using visual representation in your classroom, but are you having students create their own visuals to provide evidence of what they know and understand?
How can visual notetaking and interactive notebooks motivate student engagement and critical thinking in social studies classrooms?
Margit Hideg wants to teach students creative and critical thinking skills through a collaborative and supportive learning environment. She focuses on individual attention to help students develop self-expression and set their own goals. Her teaching incorporates both traditional and digital media design practices. Students learn real-world problem solving and business skills through concept design, production, and client presentations while gaining an understanding of design history and visual vocabulary. Her goal is to encourage multidisciplinary projects across various media and platforms to help students take risks, learn through new experiences, and see the world innovatively.
The document outlines learning outcomes and evaluation criteria for an art-making task. It states that through engaging in the task, children should be able to observe details, use imagination and be inspired by other artists. They should also learn to use tools effectively, understand digital media, experiment with different materials, and develop ideas. The evaluation section says the educator will assess children's participation, enjoyment, disposition, abilities, and development of ideas. It lists ways for children to evaluate and record their own artworks.
Winnow Contributor - Dina Poon Chong takes a look at the impact of visual arts in business. In this article, she shows how it influences building and office design, decor, ads etc.
Winnow Consultants and Associates thought it necessary to show how business is influenced by arts but simultaneously highlighting the the visual arts is a business
Presentation delivered at 29 May STAND UJ Symposium, by Jolanda Morkel.
Presentation title: Learning in practice. Learning for practice. Learning through practice.
Seminar title: Socially Engaged Pedagogies in Art and Design Education
DESIGN TEACHING FOR RELEVANCE
The Development Skills of Design in Line Element in Grid System on Visual Ar...amerakatz
油
This chapter introduces the research topic of developing design skills using line elements in a grid system for visual art education. It discusses the importance of visual art education for student development and outlines the research problem of students having weak understanding and skills in creating patterns and designs. The research objectives are to identify how line elements and principles can be taught through patterns and grids and to enhance student understanding and skills through demonstrations. Key terms are defined such as design skills, line elements, and grid systems. The study will be limited to primary students in Kuala Lumpur and aims to measure student development through learning materials and demonstrations of 2D and 3D patterns.
Evocative Pedagogy Bricolage Curriculum Common Coreilaeadigital
油
This document summarizes key points from a presentation by Olivia Gude on revising art education curriculum standards. It notes that simply focusing on elements and principles or traditional media is no longer sufficient. The field of art education must change to remain relevant and engage students. A good curriculum should support meaningful student artmaking, represent contemporary practices, and utilize skills in real contexts through investigative projects that introduce methods and create opportunities for students to make meaning.
Selection of projects that I worked with stakeholders to develop product or service design. Projects developed in internships with companies as Play DXTR, Fydico and Mini Booster.
Graphic design involves shaping how information is presented through visual communication. It is used in many mediums like television, marketing, print, and web design. The author teaches students to find their unique creative voice by cultivating their inner artistic instincts and refining their personal style, rather than imitating others. Students are encouraged to appreciate the process of design and not just the finished product. Developing one's own style takes time but is crucial for producing meaningful graphic design work.
This portfolio document summarizes the experience and skills of an interaction designer. It highlights experience in user-centered design, research and development fields. The portfolio contains tangible and interactive objects as well as graphic design, illustration and fine art skills. It provides examples of projects across various domains including service design, user interfaces, brainstorming tools, children's education and healthcare. The designer's role includes concept development, prototyping, user research, workshops and graphic design.
This presentation was given by Thera Jonker of HKU at the project meeting Fostering and assessing students' creativity and critical thinking in higher education on 20 June 2016 in Paris, France.
Using the Reflective Assessment (c) Model in the Visual Arts Classroom.
This formative assessment canon guides students through the art-making process in a reflective, purposeful and practical way while helping teachers assess their understanding and development through the creation of an artwork.
Copyright (c) 2013 Raven Bishop and Erika Oldershaw. All Rights Reserved.
www.ravendbishop.com
PROCESS MADE VISIBLE: Activate Your Potential as a Research Practitionermake_it_happen
油
In this case-study presentation, participants learned about embedded assessment methodologies developed in a year-long residency dedicated to "Making Process Visible." During this residency, we visually mapped the HOWs, WHYs and MOTIVATIONs of our arts in education partnership work in the school's public gallery space. The gallery is transformed into a learning lab for our school community, where art objects, student and teacher voice, and new technologies become vehicles for meaningful story-telling and reflection.
This PPT / workshop was presented as part of Common Ground, an annual state-wide arts education conference hosted by Partners for Arts Education.
The document discusses the author Poppy Chapman's expectations and preferences for university and future employment. For employment, she would like to be self-employed and work independently from home as an illustrator. For university, she prefers a place with good facilities for illustration and animation like a large library, art supplies shop, and animation studio. She also wants engaging teachers and courses related to her desired career path. The document provides details about her visits to degree shows at Kingston University and UCA, noting the variety of work produced and facilities available at each university. It compares the illustration and animation courses offered at Kingston, UCA Farnham, and UCA Canterbury in terms of content, facilities, and entry requirements. Finally,
SACAC is a learning centre of media arts and communication that offers several short term courses such as Creative Graphic Design for 4 months, Creative Writing for 3 months, Painting & Sketching for 3 months and Photography Foundation for 2 months, etc. It was started in 2003 as a media institute with 25 students only. Today our alumni, comprises over 1500 art, media and communication professionals. To know more information, Download SACAC short term courses brochure or Learn more: http://www.sac.ac.in/
The document provides details about the Kingston University Illustration Animation degree course. It describes the course structure and content for each year, with Year 1 focusing on foundational skills, Year 2 allowing exploration of different media and specialization, and Year 3 centering on developing a self-initiated project with professional practice in mind. It also lists the specialist facilities available, including digital media workshops, photography and printmaking studios, a 3D workshop, animation suite, and more. The course aims to provide choice of media, timetabled projects, and a supportive critical environment to help students understand individual and collaborative strategies.
1. WHAT ART OFFERS: HOW TO UNLOCK TALENT
THROUGH HANDS-ON COURSES
John Duhring
COGSWELL POLYTECHNICAL COLLEGE
Abstract
Fleshed-out characters, roles, and narratives lie at the heart of both art and innovation. Recent
revelations that Apple and others are looking for an appreciation of design (Brownlee 2014) in their
workforce calls for innovation programs to strengthen this approach. This paper will expose the
importance of art and design in the entrepreneurial/innovation process. By harnessing the imagination
of collaborative teams, crossing boundaries of practice and function, students in college can establish
their pathway to innovative and successful careers.
Image at http://www.fastcodesign.com/3034240/how-apple-uses-picasso-
to-teach-employees-about-product-design
Playing with the world in new ways as part of a team, imagining together what could be and then
creating products and services for that world, sets in motion tools for learning that will be revisited and
refined over a lifetime. Ultimately, the practice of artwork as described here offers visceral, quantum
level expression to and understanding of the characters and scenarios that play out in any venture.
Introduction
In the heart of Silicon Valley, Cogswell Polytechnical College encourages engineers and artists to work
together in collaborative teams to produce mobile apps, animated films, and video games. Founded in
1887, Cogswell has served local ecosystems as their needs have evolved: from surveying, map-making,
and garment design and construction; to design of water systems, welding, and aeronautical fabrication;
to todays increasingly mobile, digital, and global economies. Throughout, the institutional focus is on
developing individual skills applied to team projects that make an impact on society.
2. 2
Students enter the college with an interest in
becoming a coder, a musician, or an artist and
with a portfolio of already accomplished work.
They are then challenged to both refine their
skills and to cross borders to engage in projects
that draw from the potential of the entire
student body. As a regionally accredited four-
year institution, Cogswell offers BS degrees
in software engineering, game development
engineering, digital art/animation engineering,
and digital audio engineering, and BA degrees
in digital art/animation, game design, audio
production, and media management.
The art program starts with hands-on skill
building, then evolves to figure drawing to
deepen understanding of anatomy, movement,
and emotion as the basis for character
development. Students then use digital
tools to bring collaborative projects to life.
This approach goes far beyond programs
that teach the tool by addressing the
foundational elements that make the tool
valuable in the first place.
To establish arts role in entrepreneurial
education, talking about it isnt good enough.
Entrepreneurs can feel good with some
exposure to art, but they will forget it in an
instant if they havent been involved in art
projects themselves. Working as part of a
team, boiling down a project to its essence,
switching perspectives, and picking up
new skills on the fly help entrepreneurs
stay on course. By integrating hands-on art
and design projects into entrepreneurship
education, faculty can provide a rich set of
experiences that mirror real-world practice in
an academic environment (Duhring 2014).
Most importantly, art in this approach scales
from the earliest doodle to the most complex
app, video game, or interactive film. Art, when
practiced in this context, is not an isolated act.
Nor is the refinement of imagination. As part
of their college experience, students enter an
evolving play-learn-make cycle that will repeat
itself throughout their lives. They explore
their skill set and aptitude as they relate to
the professional options they can pursue.
Their college experience, then, becomes a
safely scaffolded environment surrounded by
guiding faculty and surprisingly gifted peers.
Its an environment designed to help students
step into being extraordinary.
The following table provides dimensions
to consider when developing courses that
bring art into educational experiences. Each
assignment takes on deeper significance
as the scope moves from intimate to social.
Along the way, students develop their
perspective, voice, and value to teams.
ASSIGNMENT OUTCOME CRITIQUE EXPERIENCE
Intimate Sculpt a self-por-
trait as an alien
A voice and evolv-
ing artifact
Self-reflective Feeling, sensing
new possibilities
Personal Describe
and sketch a
steam-powered
transportation de-
vice
A story of usage,
place, and behavior
Observed by
teachers and men-
tors
Skill building
Collective Design key frames
for animated film
scenes
Imagine the world
underpinning the
project
Peer to peer men-
toring and co-cre-
ating
Pipeline respon-
sibility as part of
team
Social Construct sound-
scapes for clients
videogame
User-driven art
within product or
service
Community adop-
tion and propaga-
tion
Critical role in com-
mercial venture
3. 3
WHATARTOFFERS
@VentureWell 2015
Art For Entrepreneurs And Engineers
Requiring hands-on art projects for those
who do not self-identify as artists is similar to
teaching science to students who dont expect
to become scientists. Practical art skills and
the development of a healthy respect for what
is learned leads to a deepened awareness of
options to bring to bear on future endeavors.
In college courses, almost any assignment can
be turned into an art project that challenges
students to imagine the world in a new
way and to create pathways through it by
exercising the skills and technologies at their
disposal. The context of these experiences can
be adjusted to address issues that will come
up in a students chosen profession.
In an approach that is becoming increasingly
significant in startups and innovative projects
within larger organizations, well-developed
usage scenarios and well-articulated
personas combine to inform engineers and
entrepreneurs of the core values they are
bringing forward through the intended use
of their products. Artistic renderings enable
quick evaluation of many options prior
to hard coding a final product. Simple
sketching, storyboarding, and prototyping
methods become tools for developing walk-
throughs and quality assurance throughout
even complex projects. Simply put, they
force the organization to consider the world
in a multitude of dimensions and to evaluate
options that go unnoticed otherwise.
The learning outcomes offered by the
experience of creating art involve not just
the skills of producing artwork, but also the
disposition to factor complex problems as
well as the deep knowledge of the problems
that are solved through critical thinking and
methodical execution. Students emerge from
such programs with an ability to commit
themselves wholeheartedly to projects, to
understand their role, and to adapt to critiques
of their work. They learn to play with new
ideas in a fluid way, to toy with a variety of
approaches to a given problem. From such
free play, the imagination to try new things,
to model imaginary worlds, radically shifts
perspectives and opens opportunities for
everyone involved. The adaptability required
in such art serves to produce articulate and
considerate members of entrepreneurial
teams.
Skills
Just as coding serves as a starting point for
software engineering, basic handwork forms
the foundation of art education. Sketching
starts for many as a fun way to doodle and to
play with line, stroke, and shadow as a basis
for increasingly complex structures. Once a
student learns to draw lines of varying widths
and to shadow, they can combine these
elements to program objects and scenes,
rendered in real time. They are challenged
to consider the properties of light and
perspective that shape a two dimensional
image. They toy with various approaches
until what emerges mirrors for others what
the artist sought to convey. A skilled non-
artist can develop their craft to such an
extent as to inspire their collaborators to think
differently, to imagine new possibilities, by
forming a simple image for them to consider.
Even a single picture can form the basis of
decisions, which underscores their value to an
entrepreneurial effort.
Basic sculpting skills bring such images into 3D
space. Once again, beginning students learn
by playing, in this case with clay. They feel the
plasticity and toy with their sense of structure,
texture, and balance. They learn the language
of addition and subtraction, smoothing and
adding texture in real time. They create and
destroy their work until they find admiration
from mentors and peers. What emerges can be
surprising, as by simply rolling clay into a log or
straw or wire, they can create a leg or finger or
wisp of hair. With a simple gesture, an eyebrow
is lifted, a nostril flared, or a muscle flexed to
express emotion or vitality. Students examine
symmetry and perspective to craft works that
4. 4
literally stand on their own. Just as a startup
needs basic underpinnings, so does each
piece of sculptureit is obviously ill formed
otherwise. With a basic level of sculpting skill,
non-artists can render product ideas, make
characters of customers (or partners), and
render reference works that can be examined
at all angles to show the effects of point of
view, lighting, handling, and usage.
Similar evaluation methods can be applied to
painting, dance, music, and acting. Each art
has its own language to express, elaborate,
and accentuate. Traditionally, colleges have
focused on writing skills, and the results are
unquestionably valuable. However, when
we are talking about creating enterprises
and making industry-ready graduates
who can commit themselves to making
startups successful, a broad exposure to
creative methods can only help students
become increasingly aware of their own
unique perspectives, limitations, and realistic
expectations within fiercely collaborative
environments. At the very least, traditional
hands-on art classes offer engineering and
business students the opportunity to stand up
to critiques and to develop their voices in ways
that can be applied to their chosen specialty.
Art skills should be applied toward telling
a story to an audience. In many Fine Arts
programs, the concept of coherence
is not always considered an important
ingredient. Unfortunately, graduates from
such programs are not always well suited to
startup ecosystems. As associate professor
Reid Winfrey says, Cogswell is a design
school. Telling a coherent story, whether in
a drawing, an animation, a 3D model or a
game, is the most important thing (Yagi
2014). As students advance, they engage
in collaborative projects in which they take
on roles in telling a story that is bigger than
they are. These collaborations develop the
soft skills that are a trademark of Cogswell
students: the ability to imagine alternative
scenarios and to harness their creativity
across the boundaries of traditional disciplines
to create new products, services, and
experiences using the resources of those
involved.
Disposition
Creating artwork yields significant value
beyond the expression possible via written
words alone. Whether in class, club, or
studio environments, students form teams
to produce sophisticated, collaborative
works, to develop workflows, and to define
roles for themselves within dynamic project
environments. Describing these with words
alone does not do them justice, just as simply
describing a business plan does not a startup
make. At the heart of Cogswells approach are
project teams that coalesce around bringing
characters to life and bringing meaning to
the stories they produce together. By way
of example, here are two kinds of team
approaches: the studio and the agency.
Studio projects involve a mix of engineers
and artists who come together over multiple
semesters to build an animated film, mobile
app, or video game. Since these projects
evolve from concept to story and character
development, through pre-production
and production processes, students must
wear many hats. They become co-creators,
imagining scenarios and bringing them
into being with sketches, clay models, and
written scripts. Each scene is storyboarded
for evaluation and to inform the team as
to the articulation needed for character
models, environmental assets, and audio
soundscapes. Clay reference models are
put under lights to identify how they can be
presented with realistic integrity. Character
sketches are enhanced to show emotion and
emphasis, bringing to light the students deep
understanding of anatomy and movement
learned through figure drawing.
After going through multiple large projects,
a student becomes a senior team member.
These students are given responsibilities that
5. 5
WHATARTOFFERS
@VentureWell 2015
mirror real world practices, to show newbies
the ropes and to work collaboratively to solve
the very real problems that inevitably crop
up. For instance, once all the characters have
been digitally modeled and rigged (their
anatomy has been programmed to move
appropriately when animated), the lighting
and textures for scenes require unique skills in
which a master rigger might become a junior
lighting artist or a novice animator might
supervise a group producing texture art to
finalize the project. Veterans of such projects
take to honing a breadth of skills in order to
make themselves indispensable to the team
and with an eye toward roles they might
choose to take on after graduation.
Another kind of project is that of serving as
an agency for external clients, often startups
themselves. Typically, startups must focus
their scarce resources on building a product
that customers love. They dont have the
bandwidth to articulate their corporate
message or the means to present their
brand with sound and animation. While the
outcome of such projects might be a one-
minute video that exudes the clients brand,
the path to achieving an acceptable outcome
provides students with opportunities to play
with a variety of possibilities and to respond
to real-world feedback. In these projects, the
students artistry must take a back seat to the
story they will tell on the clients behalf. They
must imagine with the client to describe a
world that will unfold with time.
The Cogswell agency teams engage local
startups and not-for-profits to generate
professional-level work and acquaint students
with meaningful roles they might choose to
pursue after college. Clients have included
organizations such as The Prairie Rainbow
Company (game studio), BookShare (not-for-
profit), an innovation group at Panasonic, and
A-Learn (not-for-profit). Clients pay a nominal
fee for participation in these programs.
Client meetings include all students on the
project team. Students ask the questions
and develop a variety of treatments for the
client to consider. They learn to decode
expressed views, develop briefs, and receive
critiques. In but one aspect of such a project,
audio students provide soundscapes to
evoke the emotions and energies that often
Figure 1. Interactive ebook emotional timeline, from https://www.youtube.com/
watch?v=UTv8U7n_cIg
6. 6
go unexamined in traditional engineering
and business disciplines. Mixing audio with
characters and animations affords powerful
story options. The students must listen
carefully to both what is said and unsaid
by clients, who are often unaccustomed to
working so closely with the kind of elements
that can unlock their narrative and bring their
story to life in the world.
As the process continues, alternatives take
on a resonance with the client and students
can hone in on true needs. Typically, clients
are surprised by the options and the freedom
they have to choose or discard as they see fit.
The team then executes a series of options
based on earlier feedback. At the end of a
six- to eight-week process, a client makes their
final choice, such as what is now on display
at Hacker Dojo. Hacker Dojo is a co-working
space for engineers and entrepreneurs who
are working to bring their ideas into life. It is
funded by member subscriptions and provides
office space and a variety of support services
to its community. Notably, the teams behind
the Pinterest service and the Pebble watch
started at Hacker Dojo.
In the project for Hacker Dojo, Cogswell
students imagined a world where everybody
and everything is connected. They worked
with the client to develop scenarios where
the Hacker Dojo could be seen as an enabling
platform for networked learning. They then
created video animations and audio sculptures
to express that world via the visual element of
a puzzle piece that is carried from one project
to another.
These design and engineering exercises
are not unlike those for a startup (where a
problem is identified and a solution developed
that provides such a benefit to a target
population as to underwrite the costs of
production and distribution): they are more
easily said than done!
Knowledge
Students working on studio and agency
projects exhibit a fascinating ability to access
knowledge as needed to become experts
quickly. These large-scale projects started
with modeling real-world production pipelines,
mirroring industry practice to produce videos,
games, or animated films. Students with
Video at http://www.hackerdojo.com/
7. 7
WHATARTOFFERS
@VentureWell 2015
experience in these projects find themselves in
advantageous positions when entering the job
market: they bring management experience
with them right out of college.
In one animated film project, the class decided
to make the central character an animated
goat. In order to model that goat so that
the team might realistically articulate its
movements, the lead modeler was prompted
to research the bone structure and anatomical
behavior of goats. Little did he know that
a goat has no top teeth at the front of the
mouth. As he designed his goat, what he
learned propagated naturally across the team.
This describes what John Seely Brown
calls pull learning: spreading knowledge
throughout teams to radically improve overall
performance (Hagel, Brown, and Davison
2010). In this case, no one started the project as
a science lesson. After all, the group had played
around with many ideas before deciding a goat
would be their central character. Now the entire
team can tell you more about goats than you
might ever wish to know!
In an interactive ebook project (https://www.
youtube.com/watch?v=UTv8U7n_cIg) that
features a seven-year-old boy as its central
character, students immersed themselves
in the psychology and physical processes
involved with discovering the world outside
the family, particularly for boys of that
age. They naturally re-imagined their own
childhood experiences and integrated
surprising features that enable readers to use
their fingers to nudge illustrations, to shine a
flashlight into the woods, to combine stars into
their own constellations, and even to add their
own doodles to the boys sketchpad.
At a quantum level, the knowledge gained by
observing teammates while co-developing
illustrated and animated stories based
on direct feedback through critique and
reassessments provides an education that
cannot be matched. The knowledge is
tangible, timely, and appropriate to the project
at hand. The lessons learned have proven to
last and evolve throughout the careers that lie
ahead.
On a recent tour of the Industrial Light and
Magic studios in San Francisco, two Cogswell
graduates were pointed out to a recent guest
as the only artists we let talk directly to the
engineers. A recent Google employee points
to his experience managing two separate
engineering teams on Cogswell projects,
which required constant interaction with
animators and sound designers, as critical in
preparing him for his career. Another alumna
speaks of starting out in quality assurance;
when it was discovered she had project
management experience, she was rapidly
promoted and continues to pursue a more
lucrative career path.
Art To Venture
Want to get to know your customers?
Identify them in practice, develop characters
that stand out, and create a story around
them. Animate your story with scenarios
in which they experience problems getting
to where they are going. Share your story
and get feedback on your perceptions and
descriptions. If what you share rings true, your
potential customers will see themselves in
your story and offer up their own accounts,
along with their appetite to change things if
they could. Your customer stories need to be
refined continually to provide your venture
with perfect knowledge of every aspect of
who they are and where they are going.
This is what many call customer
development. Its the lynchpin for validating
a business idea and is second nature for
experienced entrepreneurs. In its execution,
there are no shortcuts. Each new venture must
start with a blank canvas and develop a true
picture in order to build the right product.
The stakes are high and failure must be
accompanied by learning in order to pivot into
a successful next chapter.
8. 8
Unfortunately, most ventures develop these
stories with mere words and numbers on
paper. As should be clear by now, words and
numbers lack the movement, expression,
and emotion that surface through pictures,
timelines, and animations. Simple slide decks
typically illustrate what was written, not
what is true at a quantum level. Art, even as
illustrated here, reveals what can otherwise
only be described as a gut feeling. When
customer development is executed in
a straight-jacketed way, with a goal of
generating hoped-for data and optics limiting
field of view, then a venture is doomed out of
the starting gate.
When customers emerge in sound and motion,
fleshed out in 3D, moving through scenarios
that reflect the world as it will be, employees
and investors get it. Creating such new
worlds, to make a dent in the universe
requires more than applying technology
to a problem, it also involves articulating
possibilities that do not yet exist and
behavioral responses that have not yet been
imagined (Snell 2011). Without bringing forth
the skills we have described here to harness a
collective imagination and to document use of
the technologies now at our disposal, ventures
are limiting their chances for success.
Conclusion
On a recent tour of the Cogswell campus,
a visitor abruptly stopped in a hallway and
exclaimed This is what makes this place
unique! He pointed to the open door to his
left, which led to a clay-modeling studio filled
with students rendering figures poised to leap.
Then he pointed through the glass window to
his right, which revealed a group of students
at keyboards working their way through
a Python class. You force these people
together! Its true. Engineers dont have to
go to another building to find an artist. Video
game designers can find engineers without
looking too far. For colleges to do what is
described here might only require such close
proximity as is now available at USC (http://
iovine-young.usc.edu/).
Increasingly, employers from startups to
studios to enterprises are not looking for
what a student did in college. Rather, they
are looking for what an individual might
contribute as part of their team. A recent
graduate who learns by pull, who commits
enthusiastically based on the experience of
previous projects, who toys with ideas and
who mentors collaborators, stacks up well
against more seasoned alternatives. Being
comfortable crossing boundariesmixing
coders, designers, and techniciansrequires
an imagination for what is outside a given
skill set. It requires an appreciation for the
perspectives of others and for the endless
possibilities that can be brought into play.
And, just maybe, as artists become part of
engineering teams and as non-artists learn
what is to be gained through practice, the
problems that are identified and products that
are built can more fully benefit the population
that uses them. Through the practices
described heresketching behaviors,
employing storyboards to describe processes,
developing personas to gain insights, painting
scenarios, and articulating the narratives that
unfold in any businessloosely coupled teams
can more effectively execute their plans,
engage customers, and persuade investors.
What art offers might ultimately be a more
refined imagination that opens new worlds of
possibility to ventures of all kinds.
References
Brownlee, John. 2014. How Apple Uses
Picasso To Teach Employees About
Product Design. Fast Company. August
11, 2014. http://www.fastcodesign.
com/3034240/how-apple-uses-picasso-
to-teach-employees-about-product-
design.
Duhring, John. 2014. Industrial Strength
Graduates and Commercially Viable
Apps. Metrics for Measuring Publishing
Value: Alternative and Otherwise 17(3).
9. 9
WHATARTOFFERS
@VentureWell 2015
Hagel III, John, John Seely Brown, and Lang
Davison. 2010. The Power of Pull: How
Small Moves, Smartly Made, Can Set Big
Things in Motion. New York, NY: Basic
Books.
Snell, Jason. 2011. Steve Jobs: Making a
Dent in the Universe. Macworld. October
6, 2011. http://www.macworld.com/
article/1162827/steve_jobs_making_a_
dent_in_the_universe.html.
Yagi, Randy. 2014. San Francisco Professor
Advises Future Educators To Be An
Expert In Your油Field. CBS San Francisco
Bay Area. September 8, 2014. http://
sanfrancisco.cbslocal.com/2014/09/08/
san-francisco-professor-advises-future-
educators-to-be-an-expert-in-your-
field/.