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PART 1:THE FIRST ESSENTIAL QUESTION EVERY DESIGNER   SHOULD BE ABLE TO ANSWER:   Is What I Am…

Posted by learntobead on August 16, 2020

PRACTICE-BY-DESIGN SERIES

Image by Feld, 2020

In order to make better artistic and design choices, the Fluent and Empowered Designer should have answers to 5 essential questions. In this article, I present the first essential question: Is What I Am Doing Craft, Art, or Design?

Jane landed her first real client. She had designed websites and social marketing campaigns for some friends and family. But this was the first real contract. She was excited, as you would expect, and could not wait to begin.

The client was a furniture manufacturing company. They wanted to promote themselves by holding a contest online. It was to take the form of a sweepstakes and furniture give-away. This company had been online for several years, but this was the first contest they had ever done. They wanted this effort to have a huge marketing impact.

The first task was to design a Landing Page for this contest. The page was to coordinate with general look and feel of the company’s website. It should generate excitement about the contest, and persuade people to register their email addresses for future company marketing. It needed to be completed within 6 weeks.

Jane began outlining and sketching some things to share with the client.

· She felt the colors in the client’s logo did not completely work as a harmonious color scheme. So, for the Landing Page, she tweaked them a bit.

· She had posted her draft page on her own website, using her own domain name. She understood that this would be temporary.

· She researched a set of 25 key words relevant to furniture sales. She used these key words to develop three descriptive paragraphs.

· She located the email text-box on the left side of the web-page, and the submit button on the right side, parallel on the page with the text box. The submit button text was SUBMIT.

· She was unfamiliar with responsive web page design, so she did not consider any implications for various browsers and screen sizes.

At the 3-week mark, she met with the client, and presented her work to them. They were not happy. The tweaking of the logo colors did not go over well. They were confused about the domain name. The key words, and subsequent descriptions, did not resonate with them. The look of the Landing Page on a cell phone was very disjointed, and the submit button ended up about 4” below the email text box — not visible without scrolling down.

Jane was at a loss. She did not know what she should do next.

Designers, like Jane, need to learn to think like designers. They need to become fluent in the disciplinary way of defining problems, developing solutions, anticipating the client’s understandings, and introducing these solutions publicly. They need strategies to adapt to changing or unfamiliar circumstances.

However, what all this specifically means, and how all this plays out, gets a bit muddled. There is a lot of advice to sift through. Designers learn what they do from several sources, including teachers to books to online videos. It turns out that what perspective the advisor, teacher, how-to author is coming from affects what they suggest you do. Because of this, and especially because of this, every designer must get straight in their heads that to think like a craftsperson or to think like an artist is not the same as thinking like a designer.

There are three competing perspectives (or what are called paradigms) for how designers should be taught and practice — (1) The Craft Approach, (2) The Art Tradition, and (3) The Art and Design Perspective. Each provides a different set of advice for telling the designer what to do. Each uses different criteria for judging success.

Had Jane been able to answer the question: Craft, Art or Design?, she may have managed the design process much better. She probably would not have hit this wall with the client. She could have come up with ideas to fix and overcome the problems.

Fluency and Empowerment

The fluent designer is able to think like a designer. The designer is more than a craftsperson and more than an artist. The designer must learn a specialized language, and specialized way of balancing the needs for appeal with the needs for functionality. The designer must intimately recognize and understand the roles design plays for individuals as well as the society as a whole. The designer must learn how art, architecture, physical mechanics, engineering, sociology, psychology, context, even party planning, all must come together and get expressed at the point where the design meets the boundary of the individual.

And to gain that fluency, the designer must commit to learning a lot of vocabulary, ideas and terms, and how these imply content and meaning through expression. The designer will need to be very aware of personal thoughts and thinking as these get reflected in all the choices made in design. The designer will have to be good at anticipating the understandings and judgements of many different audiences, including the user and all the user’s own clients.

With fluency comes empowerment. The empowered designer has a confidence that whatever needs to be done, or whatever must come next, the designer can get through it. Empowerment is about making and managing choices. These choices could be as simple as whether to finish a piece or project or not. Or whether to begin a second piece or project. The designer will make choices about how to draw someone’s attention to the work, or present the work to a larger audience. She or he may decide to submit the work to a magazine or contest. She or he may want to sell the work and market it. The designer will make choices about how the work might be used, or who use it, or when it might be used, in what context.
 
 
And for all these choices, the designer might need to overcome a sense of fear, doubt, boredom, or resistance. The designer might need to overcome anxiety, a sense of giving up, having designer’s block, feeling unchallenged, and even laziness.

This makes it critical for any designer, in order to flourish and succeed, to be able to answer these 5 essential questions, beginning with question 1.

Question 1: Should Design work be considered ART or CRAFT or DESIGN?

All designers, whether making jewelry, building buildings, creating interiors, putting together websites and digital marketing plans, confront a world which is unsure whether design is “craft” or “art” or its own special thing I’ll call “design”. This can get very confusing and unsettling. Each approach has its own separate ideas about how the designer should work, and how he or she should be judged.

CRAFT: When defined as “craft,” design is seen as something that anyone can do — no special powers are needed to be a designer. Design is seen as a step-by-step process, almost like paint-by-number. Designers color within the lines. The craft piece or project has functional value but limited aesthetic value.

If following the Craft Approach, the designer would learn a lot of techniques and applications in a step-by-step fashion. The designer, based on their professional socialization into Craft, would assume that:

a) The outlines and the goals of any piece or project can be specified in a clear, defined way.
 b) Anyone can do these techniques.
 c) There is no specialized knowledge that a designer needs to know beyond how to do these step-by-step techniques and applications.
 d) If a particular designer has a strong sense of design, this is something innate and cannot be learned or taught.
 e) There is little need to vary or adapt these techniques and applications.
 f) The primary goal is functionality.
 g) There are no consequences if you have followed the steps correctly.

As “craft”, we still recognize the interplay of the artist’s hand with the piece and the storytelling underlying it. We honor the technical prowess. People love to bring art into their personal worlds, and the craftsperson offers them functional objects which have some artistic sensibilities.

ART: When defined as “art”, design is seen as something which transcends itself and its design. It is not something that anyone can do without special insights and training. The goal of any project would be harmony with a little variety, and some satisfaction and approval.
 
 “Design as art”
evokes an emotional response. Functionality should play no role at all, or, if an object has some functional purpose, then its functional reason-for-being should merely be supplemental to the art. For example, the strap on a necklace is comparable to the frame around a painting, or the pedestal for a sculpture. They supplement the art. The borders, and perhaps the footer and side navigation bars, on a website home page would also be understood as supplemental to the design. As supplemental components, these would not be included with nor judged as part of the design work. In an extreme example, from the art perspective, the beauty, balance and harmony of a website’s appearance should be unencumbered by any considerations of user experience and navigatability.

If following the Art Tradition, the designer would learn a lot of art theories and rules about the manipulation of design elements, such as color, movement, perspective, within the piece or project. Then, the designer would keep rehearsing these until their application becomes very intuitive. The designer, based on their professional socialization into Art, would assume that:

a) Whether the piece or project outlines are clear from the beginning, or emergent or process-like, what is most important is that art theories and rules be applied at each little increment along the way.
 b) The designer as artist must learn some specialized knowledge — art theories and rules — in order to be successful.
 c) The outcomes — either pieces or projects — would be judged on visual and art criteria alone, as if they were paintings and sculptures on display.
 d) While everyone has within them the creative abilities to design as an artist, for most people, this must be learned.
 e) The primary goals are beauty and appeal. Beauty and appeal are typically judged in terms of harmony and variety.
 f) If you have not applied the theories and rules optimally, the piece or project would be judged as incomplete and unsuccessful.

What is nice about the Art Tradition, is that the goal is Beauty. Beauty is achieved through smart choices and decisions. The designer as artist is not encumbered by having to follow specific steps or patterns. Nor is the designer encumbered by the structural and functional properties of all the pieces or elements she or he uses — only their beauty. The designer does not have to compromise Beauty for Functionality.

DESIGN: When defined as “design”, you begin to focus more on construction and functionality issues. You often find yourself making tradeoffs between appeal and functionality. You incorporate situational relevance into your designs. You anticipate what the client (and the various audiences of the client) understands as something which is finished and successful. You see “choice” as more multidimensional and contingent. You define success only in reference to the design as it is worn, placed, constructed or used.

If following the Art and Design Perspective, the designer would have to learn a lot of things. These would include things in art, architecture, engineering, social science, psychology, behavioral science, and anthropology. The designer would develop those professional skills and insights, what we might call disciplinary literacy, so that she or he could bring a lot of disparate ideas and applications to the fore, depending on what the situation warranted.

The designer, based on their professional socialization into Art and Design, would assume that:

a) Whether the piece or project outlines are clear or emergent, what is most important is the ability to bring a wide range of design principles and applications to the situation.

b) The designer must learn a lot of specialized knowledge, some related to art, and some related to several other disciplines, such as architecture and social science.

c) The outcomes — either pieces or projects — must find the best fit between considerations about appeal with concerns about functionality. Functionality is not an add-on. It is an equal, competing partner with beauty and appeal.

d) The designer does not design in a vacuum. She or he must anticipate the shared understandings among self, client and the various audiences of the client about what might be seen as finished and successful. These anticipations must be incorporated into the design process and how it is managed.

e) Anyone can learn to be a designer, but fluency and literacy in the profession involves development of skills and insights over a period of time.

f) The primary goal is to find the best fit between appeal and functionality.

g) The consequences for not finding that best fit is some level of client dissatisfaction.

The Art and Design Perspective is very relevant for the education and training of designers. Here, the designer is seen as a multi-functional professional. The designer must bring a lot of very different kinds of skills and abilities to bear, when constructing a piece or developing a project. The professional has to be able to manage artistic design, functionality, and the interaction of the piece or project with the client as well as that client’s environment. This approach also believes that “Design” should be appreciated as its own discipline — not a subset of sculpture or painting. And that a piece or project as designed can only be understood as these are placed in use.

How you define your work as ART or CRAFT or DESIGN (or some mix) will determine what skills you learn, how you apply them, and how you introduce your pieces to a wider audience. The Craft Approach ignores the need to learn a specialized knowledge and approach. The Art Tradition focuses solely on the artistic merits of the project, and assumes the client will have more passive relationship to it, as if the client were standing in front of the project in a museum. The Art and Design Perspective focuses on how to anticipate shared understandings and incorporate these into how best to make tradeoffs between appeal and functionality.

So, returning to the situation with Jane, she had not yet become fluent in design thinking. She tried to apply art theory to balance the colors in the logo, and that’s not what the client wanted. She had applied the techniques she knew, but did not arrive at an acceptable place. She became stumped about the next steps she needed to take after the client expressed reservations. She was unable to delineate a learning plan for herself so that she could make the web-page responsive. She researched key words without putting them to some kind of reality test with the client.

Many people begin to explore design as a hobby, avocation, business or career. This requires, not only strong creativity skills, but also persistence and perseverance. A lot of the success in this pursuit comes down to an ability to make and follow through on many artistic and design decisions within a particular context or situation. Developing this ability — a fluency, flexibility and originality in design — means that the designer has to become empowered to answer these 5 essential questions: (1) whether creating something is a craft, an art or design, (2) how they think creatively, (3) how they leverage the strengths of various materials and techniques, and minimize weaknesses, (4) how the choices they make in any one design evoke emotions and resonate, and (5) how they know their piece is finished and successful.

Design is more than the application of a set of techniques. It is a mind-set. This fluency and empowerment enable the designer to think and speak like a designer. With fluency comes empowerment, confidence and success.

Continue reading about the Second Essential Question every designer should be able to answer: What Should I Create?

The 5 Essential Questions:
 1. Is What I Am Doing Craft, Art or Design?
2. What Should I Create?
 3. What Materials (And Techniques) Work The Best?
 4. How Do I Evoke A Resonant Response To My Work?
5. How Do I Know My Piece Is Finished?

Other Articles of Interest by Warren Feld:

Disciplinary Literacy and Fluency In Design

Backward Design is Forward Thinking

How Creatives Can Successfully Survive In Business

Part I: The First Essential Question Every Designer Should Be Able To Answer: Is What I do Craft, Art or Design?

Part 2: The Second Essential Question Every Designer Should Be Able To Answer: What Should I Create?

Part 3: The Third Essential Question Every Designer Should Be Able To Answer: What Materials (and Techniques) Work Best?

Part 4: The Fourth Essential Question Every Designer Should Be Able To Answer: How Do I Evoke A Resonant Response To My Work?

Part 5: The Firth Essential Question Every Designer Should Be Able To Answer: How Do I Know My Design Is Finished?

Doubt / Self-Doubt: 8 Pitfalls Designers Fall Into…And What To Do About Them

Part 1: Your Passion For Design: Is It Necessary To Have A Passion?

Part 2: Your Passion For Design: Do You Have To Be Passionate To Be Creative?

Part 3: Your Passion For Design: How Does Being Passionate Make You A Better Designer?

Part 1: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN What Are Shared Understandings?

Part 2: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN What Does The Designer Need To Know?

Part 3: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN How Assumptions, Perceptions, Expectations and Values Come Into Play?

Part 4: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN How Does The Designer Establish Shared Understandings?

Thank you. I hope you found this article useful.

Also, check out my website (www.warrenfeldjewelry.com).

Subscribe to my Learn To Bead blog (https://blog.landofodds.com).

Visit Land of Odds online (https://www.landofodds.com)for all your jewelry making supplies.

Enroll in my jewelry design and business of craft video tutorials online.

Add your name to my email list.

______________________________

FOOTNOTES

Feld, Warren. Jewelry Design: A Managed Process. (2020)

Feld, Warren. Teaching Disciplinary Literacy. (2020)

Feld, Warren. Backward-Design Is Forward Thinking. (2020

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PART 5: THE FIFTH ESSENTIAL QUESTION EVERY DESIGNER   SHOULD BE ABLE TO ANSWER:   How Do I Know…

Posted by learntobead on August 16, 2020

PRACTICE-BY-DESIGN SERIES

Image by Feld, 2020

In order to make better artistic and design choices, the Fluent and Empowered Designer should have answers to 5 essential questions. In this article, I present the fifth and last essential question: How Do I Know When My Design Is Finished?

I taught a bead weaving workshop where my students followed a basic pattern to make an amulet bag. When they finished the bag itself, they were then given free rein on making a strap and adding fringe.

And they went to town. They added some fringe. Then some more fringe. Then some longer fringe. And fringe with more beads on it. And bigger beads. And some tiny charms. And some more fringe.

Yes, it’s fun to create fringes. But the star of the piece should have been the design of the amulet bag itself. Not the fringe. The fringe detracted. It competed. It made the piece feel very overdone. Not particularly artistic, or designed well.

My students needed to think about editing. As they continued to build each component of the amulet bag and its fringe, they should have repeatedly asked themselves would the addition of one more thing make the project more or less satisfying. Designers should be able to answer these 5 essential questions, especially question 5: How Do I Know When My Design Is Finished?

QUESTION #5: When is enough enough? How does the designer know when the piece is done? Overdone? Or underdone? How do you edit?

It is the challenge for the designer not to make the piece or project under-done or over-done. Each and every material and component part should be integral to the work as a whole. Things should not get too busy, or not busy enough. Things should not be too repetitive. The work should feel, not merely coordinated and balanced, but coherent, as well. The work should not convey a sense that you are not quite there yet.

For every design, there will be that point of parsimony when enough is enough. We want to find that point where experiencing the “whole” is more satisfying than experiencing any of the parts. That point of parsimony is where, if we added (or subtracted) one more thing, we would detract from the whole of our design. The design would be less satisfying. Less resonant.

Finding that point of parsimony is also related to anticipating how and when others will judge the piece as finished and successful. And what to do about it when judged unfinished or unsuccessful.

Parsimony vs. Unity/Variety

In art, the traditional measure of completion and success is a feeling or sense of “Unity.” Unity signifies how everything feels all right. All the Design Elements used, and how they were coordinated and placed, are very coordinated, matching, clear, balanced, harmonious and satisfying. I think the idea of unity begins to get at the place we want to end up. But this concept is not concrete enough for me as a designer.

What bothers me the most is that you can have unity, but the piece still be seen as boring when there is no variety. Criteria provided from the art perspective recognize this. But somehow tempering unity with variety starts to add some ambiguity to our measurements of finish and success. Our work too easily can be judged as lacking coherence. This ambiguity is unacceptable as a principled outcome of construction and design.

Another concern I have, is that you can have unity with variety, but, from the art perspective, these assessments rely too much on universal, objective expectations about design elements and their attributes (for example, the use of color schemes).

A lot of client reactions to our work and a lot of our own design decisions can be very subjective. They can be very culture- and context-related. And sometimes, we intentionally want to violate these universal, objective expectations. We want to give a little edge to our work, or a splash of color, or a shout-out. We may find we have limited material resources, or all the colors / patterns / textures which ideally should be used are unavailable to us. We may want to personalize things so people recognize who the designer is behind the design.

Resonance is not about picking the correct color scheme (or any other design element). It is more about how that color scheme (or design element) is used, manipulated, leveraged or violated within the piece. We must not leave the artist, the user, and the situation out of the equation. We must not minimize the artist’s hand — the artist’s intent, thinking, strategizing, arranging, pushing the boundaries, even violating the universal, objective rules.

Design and the act of creation usually demand a series of judgment calls and tradeoffs. Tradeoffs between aesthetics and functionality. Tradeoffs between artist goals and audience understandings and expectations. Tradeoffs between a full palette of colors-shapes-textures and a very limited one.

Any measure of completeness and success needs to result from the forced choice decisions of the artist. It needs to account for the significance of the results, not just the organization of them. It needs to explain the Why, not just the What.

For me, the Art criteria are insufficient when applied to design. The more appropriate concept here is Parsimony. Parsimony is when you know enough is enough. When the finished and successful piece is parsimonious, the relationship of all the Design Elements and their expressed attributes, as understood by designer and client alike, will be so strong, that to add or remove any one thing would diminish, not just the design, but rather the significance of the design.
 
 Parsimony is sometimes referred to in art and design as Economy, but the idea of economy in art is reserved for the visual effects. Design not only pays homage to the visual, but to the functional, socio-cultural-psychological and situational, as well. The designer needs to be able to decide when enough is enough with all these multi-dimensional cues.

The Traps of Over-Doneness and Under-Doneness

Among designers, you will find a lot of over-doers and under-doers.

· There is a tendency of designers to over-do:
 — over-embellish the surface
 — add too much fringe
 — repeat themes and design elements too often
 — use too many colors

· Or a fear or self-doubt causing designers to under-do:

– not sure if someone will like it

– hesitant to push forward too far, for fear of a negative reaction

– uncertain if they can learn a new technique

– feeling choosing alternative colors, materials or techniques by be too risky

With over-doneness comes a naivete. The designer shuts him- or herself off from what should be that inner designer voice warning about parsimony. It stunts your development as a designer. You begin to allow yourself to overlook important factors about materials and techniques to the detriment of your final products. You close yourself off to doubt and self-doubt, which is unfortunate. Doubt and self-doubt are tools for asking questions and questioning things. These help you grow and develop as an artist and designer. These influence your ability to make good, professional choices.

On the other extreme is under-doneness. Often this results from a lack of confidence in our design abilities, including the ability to introduce our work publicly. We question our lack of ability and technical prowess for accomplishing the necessary tasks at hand. We fear we cannot work things out when confronted with unfamiliar or problematic situations. Here, doubt and self-doubt become excuses for less than satisfying results, rather than tools for improvement. Doubt and self-doubt become self-imposed, but unnecessary, barriers we impose to prevent us from thinking like a designer, and experiencing the full excitement of design.

Designers need to build within themselves that key sense of parsimony. Keep things simple and parsimonious. Edit your ideas. You do not want to over-do or under-do your pieces. You do not have to include everything in one piece or project. You can do several pieces or projects. Showing restraint allows for better communication with your audiences. Each work you make should not look like you are frantically trying to prove yourself. These should look like you have given a lot of thought about how others should emotionally engage with your piece.

Many people begin to explore design as a hobby, avocation, business or career. This requires, not only strong creativity skills, but also persistence and perseverance. A lot of the success in this pursuit comes down to an ability to make and follow through on many artistic and design decisions within a particular context or situation. Developing this ability — a fluency, flexibility and originality in design — means that the designer has to become empowered to answer these 5 essential questions: (1) whether creating something is a craft, an art or design, (2) how they think creatively, (3) how they leverage the strengths of various materials and techniques, and minimize weaknesses, (4) how the choices they make in any one design evoke emotions and resonate, and (5) how they know their piece is finished and successful.

Design is more than the application of a set of techniques. It is a mind-set. This fluency and empowerment enable the designer to think and speak like a designer. With fluency comes empowerment, confidence and success.

The 5 Essential Questions:
1. Is What I Am Doing Craft, Art or Design?
2. What Should I Create?
3. What Materials (And Techniques) Work The Best?
4. How Do I Evoke A Resonant Response To My Work?
5. How Do I Know My Piece Is Finished?

Other Articles of Interest by Warren Feld:

Disciplinary Literacy and Fluency In Design

Backward Design is Forward Thinking

How Creatives Can Successfully Survive In Business

Part I: The First Essential Question Every Designer Should Be Able To Answer: Is What I do Craft, Art or Design?

Part 2: The Second Essential Question Every Designer Should Be Able To Answer: What Should I Create?

Part 3: The Third Essential Question Every Designer Should Be Able To Answer: What Materials (and Techniques) Work Best?

Part 4: The Fourth Essential Question Every Designer Should Be Able To Answer: How Do I Evoke A Resonant Response To My Work?

Part 5: The Firth Essential Question Every Designer Should Be Able To Answer: How Do I Know My Design Is Finished?

Doubt / Self-Doubt: 8 Pitfalls Designers Fall Into…And What To Do About Them

Part 1: Your Passion For Design: Is It Necessary To Have A Passion?

Part 2: Your Passion For Design: Do You Have To Be Passionate To Be Creative?

Part 3: Your Passion For Design: How Does Being Passionate Make You A Better Designer?

Part 1: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN What Are Shared Understandings?

Part 2: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN What Does The Designer Need To Know?

Part 3: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN How Assumptions, Perceptions, Expectations and Values Come Into Play?

Part 4: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN How Does The Designer Establish Shared Understandings?

Thank you. I hope you found this article useful.

Also, check out my website (www.warrenfeldjewelry.com).

Subscribe to my Learn To Bead blog (https://blog.landofodds.com).

Visit Land of Odds online (https://www.landofodds.com)for all your jewelry making supplies.

Enroll in my jewelry design and business of craft video tutorials online. Check our my video tutorials on DOING CRAFT SHOWS and on PRICING AND SELLING YOUR JEWELRY.

Add your name to my email list.

_______________________________

FOOTNOTES

Feld, Warren. The Goal Oriented Designer: The Path To Resonance. Art Jewelry 
 Forum, 2018.

Feld, Warren. “Jewelry Design: A Managed Process,” Klimt02, 2/2/18. https://klimt02.net/forum/articles/jewelry-design-managed-process-warren-feld

Posted in Stitch 'n Bitch | Tagged: , , , , | Leave a Comment »

PART 4:THE FOURTH ESSENTIAL QUESTION EVERY DESIGNER   SHOULD BE ABLE TO ANSWER:   How Do I Evoke A…

Posted by learntobead on August 16, 2020

PRACTICE-BY-DESIGN SERIES

Image by Feld, 2020

In order to make better artistic and design choices, the Fluent and Empowered Designer should have answers to 5 essential questions. In this article, I present the fourth essential question: How Do I Evoke A Resonant Response To My Work?

Jason seemed to never be able to get past “That’s nice.” His clients always said, “That’s nice,” and that was about it.

His colors were balanced and harmonious. They fit rules about color schemes and color proportions. His placement of shapes and sizes were always pleasing to the eye. The little bit of math he had to do always checked out. His clients liked him.

They had approved the initial sketches. Their comments were positive. They never complained about his approach. But they were never satisfied enough for Jason to make that final sale.

Even though the feedback always seemed positive, he rarely had repeat business.

He was perplexed, and felt a little defeated.

What was it about his work that somehow fell short?

Jason was stuck with the impression that if someone said they liked something, that this would translate into them doing something more, like buying it. All designers need a firm and comprehensive understanding about the differences among like, need, want, demand, and parting with some money for it. Another way to put this is that designers need to recognize the differences between an emotional response and a resonant one. Designers should be able to answer these 5 essential questions, especially question 4: How Do I Evoke A Resonant Response To My Work?

Question 4: Beyond applying basic techniques and selecting quality materials, how do I evoke a resonant response to my work?

An artistic and well-designed piece or project should evoke, at the least, an emotional response. In fact, preferably, it should go beyond this a bit, and have what we call “resonance”. The difference between an emotional response and resonance is reflected in the difference between someone saying, “That’s beautiful,” from saying “I need to wear that piece,” or, “I need to buy that piece,” or, “I need to implement that project.” 
 
 Quite simply: If no resonant response is evoked, then the piece or project has some remaining issues including the possibility that it is poorly designed. Evoking a resonant response takes the successful selection and arrangement of materials or objects, the successful application of techniques as well as the successful management of skills, insights, and anticipating the client’s needs and understandings.
 
 
Every designer should have but one guiding star — Resonance. If our piece or project does not have some degree of resonance, we keep working on it. If the process of creative exploration and design does not lead us in the direction of resonance, we change it. If the results we achieve — numbers of pieces made and numbers of pieces sold — is not synced tightly with resonance, we cannot call ourselves designers.

The Proficient Designer specifies those goals about performance which will lead to one primary outcome: To Evoke Resonance. Everything else is secondary.

Materials, techniques and technologies are selected with resonance in mind. Design elements are selected and applied with that idea of Resonance in mind. Principles of Composition, Construction and Manipulation are applied with that idea of Resonance in mind, with extra special attention paid to the Principle of Parsimony — knowing when enough is enough.

People may approach the performance tasks in varied ways. For some this means getting very detailed on pathways, activities, and objectives. For others, they let the process of design emerge and see where it takes them. Whatever approach they take in their creative process, for all designers, a focus on one outcome — Resonance — frees them up to think through design without encumbrance. It allows them to express meaning. It allows them to convey expressions in meaningful ways to others.

This singular focus on resonance becomes a framework within which to question everything and try to make sense of everything. Make sense of what the materials and techniques can allow them to do, and what they cannot. Make sense of what understandings other people — clients, sellers, buyers, students, colleagues, teachers — will bring to the situation, when exploring and evaluating their work. Make sense of why some things inspire you, and other things do not. Make sense of why you are a designer. Make sense of the fluency of your artistic expression, what works, how it works, why it works.

We achieve Resonance by gaining a comfort and ease in communicating about design. This comfort and ease, or what we can call disciplinary fluency, has to do with how we translate our inspirations and aspirations into all our compositional, constructive and manipulative choices. It is empowering. Our pieces resonate. We achieve success.

Resonance, communication, success, fluency — these are all words that stand in place for an intimacy between the designer and the materials, the designer and the techniques, the designer and inspiration. They reflect the designer’s aspirations. They reflect the shared understandings of everyone the designer’s piece or project is expected to touch. They reflect the designer’s managerial prowess in bringing all these things together.

Evoking An Emotional Response vs. A Resonant One

What is the evidence we need to know for determining when a piece or project is finished and successful? What clear and appropriate criteria hone in at what we should look at? What clues has the designer provided to let the various audiences become aware of the authenticity of the performance?

There are different opinions in craft, art and design about what are the most revealing and important aspects of the work, and which every authentic jewelry design performance must meet.

The traditional criteria used in the art world are that the designer should achieve unity with some variety and evoke emotions. These, I feel, may work well when applied to paintings or sculpture, but they are insufficient measures of success when applied to design. Design involves the creation of objects or projects where both artistic appeal as well as practical considerations of use are essential. Unity and variety can feel harmonious and balanced, but yet boring, monotonous and unexciting. Art, in contrast to Design, can be judged apart from its use and functionality. The response to Art can show some positive emotion without the client having to show any strong commitment. Design doesn’t share that luxury.

Finished and successful designed objects or projects not only must evoke emotions, but, must resonate with the user (and user’s various audiences), as well.

Achieving Resonance is the guiding star for designers, at each step of the way.

Resonance is some level of felt energy which extends a little beyond an emotional response. The difference between emotion and resonance can, for example, be like the differences between saying that piece or project is “Beautiful” vs. saying that piece or project “Makes me want to wear it”. Or that “I want to touch it.” Or “My friends need to see this.” Or “I need to implement this at once.”

Resonance is something more than emotion. It is some kind of additional energy we see, feel and otherwise experience. Emotion is very reactive. Resonance is intuitive, involving, identifying. Emotion is very sympathetic. Resonance is more of an empathetic response where artist and audience realize a shared (or contradictory) understanding without losing sight of whose views and feelings belong to whom.

Resonance results from how the artist controls light, shadow, and their characteristics of warmth and cold, receding and approaching, bright and dull, light and dark. Resonance results from how the artist leverages the strengths of materials, objects and techniques and minimizes their weaknesses. Resonance results from social, cultural and situational cues. Resonance results from how the artist takes us to the edge of universal, objective understandings, and pushes us ever so slightly, but not too, too far, beyond that edge.

Many people begin to explore design as a hobby, avocation, business or career. This requires, not only strong creativity skills, but also persistence and perseverance. A lot of the success in this pursuit comes down to an ability to make and follow through on many artistic and design decisions within a particular context or situation. Developing this ability — a fluency, flexibility and originality in design — means that the designer has to become empowered to answer these 5 essential questions: (1) whether creating something is a craft, an art or design, (2) how they think creatively, (3) how they leverage the strengths of various materials and techniques, and minimize weaknesses, (4) how the choices they make in any one design evoke emotions and resonate, and (5) how they know their piece is finished and successful.

Design is more than the application of a set of techniques. It is a mind-set. This fluency and empowerment enable the designer to think and speak like a designer. With fluency comes empowerment, confidence and success.

Continue reading about the Fifth Essential Question every designer should be able to answer: How Do I Know My Piece Is Finished?

The 5 Essential Questions:
1. Is What I Am Doing Craft, Art or Design?
2. What Should I Create?
3. What Materials (And Techniques) Work The Best?
4. How Do I Evoke A Resonant Response To My Work?
5. How Do I Know My Piece Is Finished?

Other Articles of Interest by Warren Feld:

Disciplinary Literacy and Fluency In Design

Backward Design is Forward Thinking

How Creatives Can Successfully Survive In Business

Part I: The First Essential Question Every Designer Should Be Able To Answer: Is What I do Craft, Art or Design?

Part 2: The Second Essential Question Every Designer Should Be Able To Answer: What Should I Create?

Part 3: The Third Essential Question Every Designer Should Be Able To Answer: What Materials (and Techniques) Work Best?

Part 4: The Fourth Essential Question Every Designer Should Be Able To Answer: How Do I Evoke A Resonant Response To My Work?

Part 5: The Firth Essential Question Every Designer Should Be Able To Answer: How Do I Know My Design Is Finished?

Doubt / Self-Doubt: 8 Pitfalls Designers Fall Into…And What To Do About Them

Part 1: Your Passion For Design: Is It Necessary To Have A Passion?

Part 2: Your Passion For Design: Do You Have To Be Passionate To Be Creative?

Part 3: Your Passion For Design: How Does Being Passionate Make You A Better Designer?

Part 1: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN What Are Shared Understandings?

Part 2: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN What Does The Designer Need To Know?

Part 3: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN How Assumptions, Perceptions, Expectations and Values Come Into Play?

Part 4: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN How Does The Designer Establish Shared Understandings?

Thank you. I hope you found this article useful.

Also, check out my website (www.warrenfeldjewelry.com).

Subscribe to my Learn To Bead blog (https://blog.landofodds.com).

Visit Land of Odds online (https://www.landofodds.com)for all your jewelry making supplies.

Enroll in my jewelry design and business of craft video tutorials online. Check our my video tutorials on DOING CRAFT SHOWS and on PRICING AND SELLING YOUR JEWELRY.

Add your name to my email list.

____________________________________

FOOTNOTES

Feld, Warren. The Goal Oriented Designer: The Path To Resonance. Art Jewelry Forum, 2018.

Feld, Warren. “Jewelry Design: A Managed Process,” Klimt02, 2/2/18.

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PART 3: THE THIRD ESSENTIAL QUESTION EVERY DESIGNER   SHOULD BE ABLE TO ANSWER: What Materials…

Posted by learntobead on August 16, 2020

PRACTICE-BY-DESIGN SERIES

Image by Feld, 2020

In order to make better artistic and design choices, the Fluent and Empowered Designer should have answers to 5 essential questions. In this article, I present the third essential question: What Materials (and/or Techniques) Work The Best?

Ferity was determined to make a Kumihimo bracelet. Kumihimo is a braiding technique. You make a braid and attach a clasp. Ferity thought it would be cool to incorporate some beads in her braid. So she strung up a lot of beads on various cords, and braided them. She glued on end caps on either side, and attached a clasp.

But she wasn’t liking her piece. She couldn’t figure out why. All the different colors, widths and materials of the cords she used were very upscale and attractive. She used a mix of crystal, gemstone and hand-made beads in the project — all very expensive and all very attractive.

But braided all together was somewhat unsatisfying. She didn’t think she would wear it very often. She didn’t think she could sell it. And she couldn’t figure out why.

A successful design has character and some kind of evocative essence. The choice of materials often sets the tone. And a choice of techniques cements that tone in place. Techniques link the designer’s intent with the client’s expectations. The successful designer has a depth of knowledge about materials, their attributes, their strengths, their weaknesses, and is able to leverage the good and minimize the bad within any design. The same can be said of techniques.

For some designs, the incorporation of mixed media or mixed techniques can have a synergistic effect — increasing (or decreasing) the appeal and/or functionality of the piece or project better than any one media or technique alone. It can feel more playful and experimental and fun to mix media or techniques. But there may be adverse effects, as well. Each media or technique will have its own structural and support requirements. Each will enable the control of light and shadow, space and mass, dimension and movement in different ways. Each will react differently to various physical forces impacting the piece when worn or the project when used. So it becomes difficult for the designer to successfully utilize any one medium or technique, as well as much more difficult to coordinate and integrate more than one media or technique.

Ferity had little understanding about the materials and their combined use within a Kumihimo technique. All designers need a firm and comprehensive understanding about selecting materials and techniques, and should be able to answer these 5 essential questions, now with question 3: What Materials (and/or Techniques) Work The Best?

QUESTION 3: What kinds of MATERIALS work well together, and which ones do not? This applies to TECHNIQUES as well. What kinds of TECHNIQUES (or combinations of techniques) work well when, and which ones do not?

The choice of materials and the choice of techniques set the tone and chances of success for your piece. Materials and techniques establish the character and personality of your designs. They contribute to understandings whether the piece is finished and successful.

However, there are no perfect materials (or techniques) for every project. Selecting materials (or techniques) is about making smart, strategic choices. This means relating your choices to your design and marketing goals. It also frequently means having to make tradeoffs and judgment calls between aesthetics and functionality. Last, materials may have different relationships with the designer, wearer or viewer depending on how they are intended to be used, and the situational or cultural contexts.

There are many implications of choice. There are light/shadow issues, pattern, texture, rhythm, dimensionality, proportions, placement and color issues. There are mechanics, shapes, forms, durability, drape, flow and movement issues. There are positive and negative space issues. There are user experience issues.

It is important to know what happens to all these materials (or applications of techniques) over time. It is important to know how each material (or technique) enhances or impedes architectural requirements, such as allowing an object to move and drape, or assisting the object in maintaining a shape or allowing a project to adapt to its audience and environment, or utilizing an object to direct navigation or viewing.

Each material or technique has strengths and weaknesses, pros and cons, and contingencies affecting their utilization. The designer needs to be able to leverage the strengths and minimize the weaknesses.

All of these choices:
 
… affect the look
 … affect the movement
 … affect the feel
 … affect the durability
 … affect both the designer’s and user’s responses
 … relate to the context

Many people begin to explore design as a hobby, avocation, business or career. This requires, not only strong creativity skills, but also persistence and perseverance. A lot of the success in this pursuit comes down to an ability to make and follow through on many artistic and design decisions within a particular context or situation. Developing this ability — a fluency, flexibility and originality in design — means that the designer has to become empowered to answer these 5 essential questions: (1) whether creating something is a craft, an art or design, (2) how they think creatively, (3) how they leverage the strengths of various materials and techniques, and minimize weaknesses, (4) how the choices they make in any one design evoke emotions and resonate, and (5) how they know their piece is finished and successful.

Design is more than the application of a set of techniques. It is a mind-set. This fluency and empowerment enable the designer to think and speak like a designer. With fluency comes empowerment, confidence and success.

Continue reading about the Fourth Essential Question every designer should be able to answer: How Do I Evoke A Resonant Response To My Work?

The 5 Essential Questions:
1. Is What I Am Doing Craft, Art or Design?
2. What Should I Create?
3. What Materials (And Techniques) Work The Best?
4. How Do I Evoke A Resonant Response To My Work?
5. How Do I Know My Piece Is Finished?

Other Articles of Interest by Warren Feld:

Disciplinary Literacy and Fluency In Design

Backward Design is Forward Thinking

How Creatives Can Successfully Survive In Business

Part I: The First Essential Question Every Designer Should Be Able To Answer: Is What I do Craft, Art or Design?

Part 2: The Second Essential Question Every Designer Should Be Able To Answer: What Should I Create?

Part 3: The Third Essential Question Every Designer Should Be Able To Answer: What Materials (and Techniques) Work Best?

Part 4: The Fourth Essential Question Every Designer Should Be Able To Answer: How Do I Evoke A Resonant Response To My Work?

Part 5: The Firth Essential Question Every Designer Should Be Able To Answer: How Do I Know My Design Is Finished?

Doubt / Self-Doubt: 8 Pitfalls Designers Fall Into…And What To Do About Them

Part 1: Your Passion For Design: Is It Necessary To Have A Passion?

Part 2: Your Passion For Design: Do You Have To Be Passionate To Be Creative?

Part 3: Your Passion For Design: How Does Being Passionate Make You A Better Designer?

Part 1: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN What Are Shared Understandings?

Part 2: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN What Does The Designer Need To Know?

Part 3: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN How Assumptions, Perceptions, Expectations and Values Come Into Play?

Part 4: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN How Does The Designer Establish Shared Understandings?

Thank you. I hope you found this article useful.

Also, check out my website (www.warrenfeldjewelry.com).

Subscribe to my Learn To Bead blog (https://blog.landofodds.com).

Visit Land of Odds online (https://www.landofodds.com)for all your jewelry making supplies.

Enroll in my jewelry design and business of craft video tutorials online. Check our my video tutorials on DOING CRAFT SHOWS and on PRICING AND SELLING YOUR JEWELRY.

Add your name to my email list.

______________________________

FOOTNOTES

Feld, Warren. Materials: Knowing What To Know. Art Jewelry Forum, 2020.

Feld, Warren. Techniques and Technology: Knowing What To Do. Art 
 Jewelry Forum, 2020.

WASTIELS, Lisa and WOUTERS, Ina. Material Considerations in Architectural 
 Design: A Study of the Aspects Identified by Architects for Selecting Materials. July, 2008. As referenced in:
 http://shura.shu.ac.uk/511/1/fulltext.pdf

Posted in Stitch 'n Bitch | Tagged: , , , , | Leave a Comment »

PART 2: THE SECOND ESSENTIAL QUESTION EVERY DESIGNER  SHOULD BE ABLE TO ANSWER:  What Should I…

Posted by learntobead on August 16, 2020

PRACTICE-BY-DESIGN SERIES

Image by Feld, 2020

In order to make better artistic and design choices, the Fluent and Empowered Designer should have answers to 5 essential questions. In this article, I present the second essential question: What Should I Create?

Selma got by very well in life by asking her teachers, and in subsequent years, her bosses, what she should do. She followed their instructions to the letter, and was particularly good at coloring within all the lines. Everyone was always pleased with her work. So pleased, in fact, that her current boss promoted her into a designer position.

In her new position, she was to work with construction, architectural and interior design firms. She was to assist them and guide them into choosing textiles with which to incorporate into their interior and exterior building plans.

When she met with various clients, she started byasking them to tell her what they wanted. But no one could really articulate much more than general ideas about colors. For Selma, this was disconcerting. She thought she could do a great job, but needed more information and direction. These were never forthcoming.

At the core of Creativity is the ability to generate options, and then narrown them down. Creativity is not innate; it is developed. Creativity is a muscle requiring attention and practice. This is something Selma never really worked on.

This was critical for Selmer, as well as any other designer, in order to flourish and succeed, to be able to answer these 5 essential questions, now with question 2.

QUESTION 2: How do you decide what you want to create? What kinds of things do you do to translate your passions and inspirations into design?

Applying yourself creatively can be fun at times, but scary at other times. It is work. You are creating something out of nothing. There is an element of risk. You might not like what you end up doing. Your friends might not like it. Nor your family. You might not finish it. Or you might do it wrong. It may seem easier to go with someone else’s project.

Applying creativity means developing abilities to generate options and alternatives, and narrowing these down to specific choices. It means developing an ease and comfort generating fix-it strategies when approaching unknown situations or problematic ones. It means figuring out how to translate inspiration into design in a way that inspires others and taps into their desires. It means differentiating yourself from other designers as a measure of your originality.
 

Creative people…

Set no boundaries and set no rules. They go with the flow. Don’t conform to expectations.
 
 Play.
They pretend they are kids again.
 
 Experiment.
They take the time to do a lot of What Ifs and Variations On A Theme and Trial and Error.
 
 Keep good records.
They make good notes and sketches of what seems to work, and what seems to not work.
 
 Evaluate.
They learn from their successes and mistakes.

As designers gain more and more creative experiences, they begin to assemble what I call a Designer’s Tool Box. In this virtual tool box are a set of thinking routines, strategies and fix-it strategies whichhave worked well in the past, are very workable in and of themselves, and are highly adaptive when used in unfamiliar situations. Every designer should develop their own Tool Box. This vastly contributes to adaptability and success in creative thinking and application.

Creativity

Creativity isn’t found, it is developed. Creativity is a phenomenon where both something new and, at the same time, somehow valuable is created. While some people come to creativity naturally, in fact, everyone can develop their creative ability.

Thinking creatively involves the integration and leveraging of three different kinds of ideas — insight and inspiration, establishing value, and implementing something.

We work through creative thinking through divergence (that is, generating many possibilities), and convergence (that is, reducing the number of these possibilities).

Kierkegaard — and I apologize for getting a little show-off-y with my reference — once described Creativity as “a passionate sense of the potential.” And I love this definition. Passion is very important. Passion and creativity can be summed up as some kind of intuitive sense made operational by bringing all your capabilities and wonderings and technical know-how to the fore. All your mechanical and imaginative abilities grow over time, as do your abilities for creative thinking and applications. Creativity isn’t inherently natural. It is something that is developed over time as you get more and more experience in design.

You sit down, and you ask, What should I create?

For most people, especially those getting started, the answer to this question is very basic. They look for patterns and instructions in magazines or how-to books or websites online. They let someone else make all the creative choices for them. The singular creative choice here is picking what you want to make. And, when you’re starting, this is OK.

As you grow as a designer, and feel more comfortable with materials and techniques, you can begin to make additional choices. You can choose your own colors. You can make simple adaptations, such as tweaking colors or placements or dimensions or proportions.

Eventually in your designer career, however, you will want to confront the Creativity issue head on. You will want to decide that pursuing your innermost designer, no matter what pathway this takes you along, is the next thing, and right thing, to do. That means you want your projects or objects to reflect your artistic hand. You want to develop a personal style. You want to come up with your own designs.

Sometimes creativity seems insurmountable, after finishing one project, to decide what to do next. Exercising your creative abilities can sometimes be a bear. But it’s important to keep pushing on. Challenging yourself. Developing yourself. Turning yourself into a designer. And pursuing opportunities to exercise your creative talents even more, as you enter the world of design.

Types of Creativity

Creativity has two primary components: (1) originality, and (2) functionality or value.

The idea of originality can be off-putting. It doesn’t have to be. The projects or objects, so creatively designed, do not have to be totally and completely new and original. The included design elements and arrangements do not have to be solely unique and never been done before.

Originality can be seen in making something stimulating, interesting or unusual. It can represent an incremental change which makes something better or more personal or a fresh perspective. It can be something that is a clever or unexpected rearrangement, or a great idea, insight, meaningful interpretation or emotion which shines through. It can include the design of new patterns and textures. It can accomplish connections between seemingly unrelated phenomena, and generate solutions. It can be a variation on a technique or how material gets used. It can be something which enhances the functionality or value of the piece.

Creativity in design marries that which is original to that which is functional, valued, useful, worthwhile, desired. These things are co-dependent, if any creative project is to be seen as successful.

For designers, creativity is not the sketch or computer aided drawing. It is not the inspiration. It is not the piece which never sees the light of day. Creativity requires implementation. And for designers, implementation is a very public enterprise.

How Do We Create?

It’s not what we create, but how we create!

The creative process involves managing the interplay of two types of thinking — Convergence and Divergence. Both are necessary for thinking creatively.

Divergent thinking is defined as the ability to generate or expand upon options and alternatives, no matter the goal, situation or context.

Convergent thinking is the opposite. This is defined as the ability to narrow down all these options and alternatives.

The fluent designer is able to comfortably weave back and forth between divergence and convergence, and know when piece or project is finished, and when the final choices will be judged as successful.

Brainstorming is a great example of how creative thinking is used. We ask ourselves What If…? How about…? Could we try this or that idea…? The primary exercise here is to think of all the possibilities, then whittle these down to a small set of solutions.

Many people begin to explore design as a hobby, avocation, business or career. This requires, not only strong creativity skills, but also persistence and perseverance. A lot of the success in this pursuit comes down to an ability to make and follow through on many artistic and design decisions within a particular context or situation. Developing this ability — a fluency, flexibility and originality in design — means that the designer has to become empowered to answer these 5 essential questions: (1) whether creating something is a craft, an art or design, (2) how they think creatively, (3) how they leverage the strengths of various materials and techniques, and minimize weaknesses, (4) how the choices they make in any one design evoke emotions and resonate, and (5) how they know their piece is finished and successful.

Design is more than the application of a set of techniques. It is a mind-set. This fluency and empowerment enable the designer to think and speak like a designer. With fluency comes empowerment, confidence and success.

Continue reading about the Third Essential Question every designer should be able to answer: What Materials (And Techniques) Work The Best?

The 5 Essential Questions:
1. Is What I Am Doing Craft, Art or Design?
2. What Should I Create?
3. What Materials (And Techniques) Work The Best?
4. How Do I Evoke A Resonant Response To My Work?
5. How Do I Know My Piece Is Finished?

Other Articles of Interest by Warren Feld:

Disciplinary Literacy and Fluency In Design

Backward Design is Forward Thinking

How Creatives Can Successfully Survive In Business

Part I: The First Essential Question Every Designer Should Be Able To Answer: Is What I do Craft, Art or Design?

Part 2: The Second Essential Question Every Designer Should Be Able To Answer: What Should I Create?

Part 3: The Third Essential Question Every Designer Should Be Able To Answer: What Materials (and Techniques) Work Best?

Part 4: The Fourth Essential Question Every Designer Should Be Able To Answer: How Do I Evoke A Resonant Response To My Work?

Part 5: The Firth Essential Question Every Designer Should Be Able To Answer: How Do I Know My Design Is Finished?

Doubt / Self-Doubt: 8 Pitfalls Designers Fall Into…And What To Do About Them

Part 1: Your Passion For Design: Is It Necessary To Have A Passion?

Part 2: Your Passion For Design: Do You Have To Be Passionate To Be Creative?

Part 3: Your Passion For Design: How Does Being Passionate Make You A Better Designer?

Part 1: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN What Are Shared Understandings?

Part 2: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN What Does The Designer Need To Know?

Part 3: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN How Assumptions, Perceptions, Expectations and Values Come Into Play?

Part 4: SHARED UNDERSTANDINGS: THE CONVERSATION CENTERED WITHIN A DESIGN How Does The Designer Establish Shared Understandings?

Thank you. I hope you found this article useful.

Also, check out my website (www.warrenfeldjewelry.com).

Subscribe to my Learn To Bead blog (https://blog.landofodds.com).

Visit Land of Odds online (https://www.landofodds.com)for all your jewelry making supplies.

Enroll in my jewelry design and business of craft video tutorials online. Check our my video tutorials on DOING CRAFT SHOWS and on PRICING AND SELLING YOUR JEWELRY.

Add your name to my email list.

______________________________

FOOTNOTES

Besemer, S.P. and D.J. Treffinger. Analysis of Creative Products: Review and 
 Synthesis. Wiley Online Library, (1981).

Black, Robert Alan. Blog: http://www.cre8ng.com/blog/

Csikszentmihalyi, Mihaly. Creativity: Flow and the Psychology of Discovery and Invention. Harper Perennial; Reprint edition (August 6, 2013)

Feld, Warren. Creativity: How Do You Get It? How Do You Enhance It? (2020)

Guilford, J.P. Creativity. American Psychologist, 5, 444–454, 1950.

Koestler, Arthur. The Act of Creation. Last Century Media (April 1, 2014).

Lucy Lamp. “Inspiration in Visual Art Where Do Artists Get Their Ideas. As 
 reference in: 
 https://www.sophia.org/tutorials/inspiration-in-visual-art-where-do-artists-get-the

Maital, Shlomo. “How IBM’s Executive School Fostered Creativity,” Global Crisis Blog, April 7, 2014. Summarizes Louis R. Mobley’s writings on creativity, 1956.

March, Anna Craft. Creativity in Education. Report prepared for the 
 Qualifications and Curriculum Authority, March, 2001.

Seltzer, Kimberly and Tom Bentley. The Creative Age: Knowledge and Skills for the New Economy. Demos, 1999.

Torrance, E. P. The Torrance Tests of Creative Thinking-Norms-Technical Manual Research Edition-Verbal Tests, Forms A and B-Figural Tests, Forms A and B. Princeton, NJ: Personnel Press, 1966.

Torrance, E. P. The Torrance Tests of Creative Thinking-Norms-Technical Manual Research Edition- Verbal Tests, Forms A and B- Figural Tests, Forms A and B. Princeton, NJ: Personnel Press, 1974.

Turak, August. “Can Creativity Be Taught,” Forbes, May 22, 2011.

Posted in Stitch 'n Bitch | Tagged: , , , , | Leave a Comment »