An Empathy–Oriented Drawing Method in Costume Sketching: Training Digital Drawing Through Mindful Embodied Awareness Recently, costume designers have shown an increased interest in drawing costume sketches digitally. The costume sketching with pencil on the paper sifts to digital sketching where costume designers utilise drawing programs of the desktop and laptop computers as well as the drawing programs of touch-screen tablets. On the touch screen, a costume designer draws with the digital pencil on the virtual paper. This paper seeks to examine the changing nature of the costume sketching process. There has been no detailed investigation of the subject and very little is known of the influence of digital sketching on touch screen in the costume design process while utilising the devise as a digital sketchbook. The data collection focuses on the contemporary modernization practices of the costume designer's sketching process and relationships with modern technology. My main interest is to build the comprehension of how costume designers combine diverse sketching techniques: image-editing of photos and drawing in the costume design process. In digital costume sketching, costume designers are able to use a camera of a portable tablet as one of the recourse to create the character. The benefit of this approach is that the costume designer can use his/her own photos of the pose as the preference in a digital costume sketching process. In this paper, a case-study approach was chosen to gain a detailed understanding about an empathy– oriented drawing method. More specifically, examine whether this method facilities the costume sketching process. An empathy–oriented drawing works as a method in which the digital costume sketching occurs through a mindful embodied awareness of a costume designer. In this method costume sketching begins with the image of the character that the designer establishes in his/her mind: the way the character moves, acts and speaks. Thus, designers internalize the nature and essence of the role while using this method as a starting point for drawing. In this way, costume designers use an empathy– oriented drawing to get to know the character. Paul Bellet describes: “Empathy is the capacity to understand or feel what another person is experiencing from within the other being's frame of reference, i.e., the capacity to place oneself in another's position”. 1. Furthermore, creating an image of the character in an empathy–oriented drawing method may facilitate the process of costume sketching. The method is useful when there is a script and a strong story behind the character with whom the costume designer empathizes. It may be less useful, however, when designing costumes 1 (Bellet, Paul S.; Michael J. Maloney,1991 p. 226) for unscripted performances involving action and improvisation. Through this embodied method, a costume designer achieves a deeper comprehension of the personality of the character while drawing a costume sketch. The costume designer consumes the created costume sketch as a reference in the communication with the creative team and expresses the nature of the character with the lines and colours of the costume sketch. Alva Noe writes about the costume sketch in his book Strange Tools: Art and Human Nature “Viewer doesn’t see only the projective properties of the costume sketch, shape, form, color. Viewer sees the character.”2 The empathy–oriented drawing method assists a costume designer in creating a costume sketch that shows the viewer how the costume looks when it is worn in the typical way of the character. Throughout my extensive career as a costume designer, I have instinctively utilised mindful embodied awareness as a method to draw the character. When I draw the costume sketch, I think about the nature, facial expressions, the posture of a character in my mind and thus explore the role of the character. I find this method superior for sketching costumes to be used in scripted plays and movies. Other professional costume designers using empathy-oriented drawing in the sketching process have also applied it successfully. For example, a well-known Finnish Costume Designer and Actress Liisi Tandefelt has shuttled between these two professions throughout her career and additionally represents one of the pioneers in the profession of costume design in Finland. She describes her own costume sketching process in the following way: ”I enjoy drawing the costume sketches, I can imagine myself to live within the role of character, it was a kind of substitute role work at the moments when I was not able to act on the stage.”3 Another example is an English Costume designer for stage and screen, Anthony Powell, who has won three Academy Awards in costume design for Hollywood films. Here is how he explains his approaches to costume sketching: ”For me, the process of drawing is getting to know the characters intimately and putting oneself in their place so that one knows them from the inside. You can make yourself feel how that person can stand and [how they] hold themselves, their body language.”4 Powell describes drawing as a journey of discovery to create the character. “Powell is not unique among those designers for whom character arrives during the process of drawing; Theadora Van Runkle and Ann Roth have expressed a similar sentiment.”5 As these examples illustrate, various costume designers utilise an empathy–oriented method as a starting point while drawing a final finished costume sketch to clothe the character. 2 (Noe, A, 2015, 150) (Weckmann, J. 2015, p.161) 4 (Nadoolman Landis, D. p. 329) 5 (Nadoolman Landis, D. p. 18) 3 There are examples how the designers of League utilise the same method while they create characters in the industry of video games. Before a drop of digital ink hits the canvas, splash artists often take pictures to reference. The online article Making a Splash with Reference Photos describes how Splash Artists of the League of Legends video game consume their selfies as reference in the character creating process. League of Legends (LoL) represent one of the most played PC game in North America and Europe and has the largest footprints of any game in streaming media communities.6 The Splash Artist Victor “3rdColossus” Maury, shortly 3rdColossus, enlightens his own experience of an empathy–oriented drawing method: “There’s also this weird phenomenon when you act something out where you empathize with the character you’re drawing. I know that sounds weird, but it leads you to certain decisions that make your drawing feel like the real thing that wouldn’t have necessarily occurred to you if you drew it without experiencing it.” 7 3rdColossus points out that designer can waste a lot of time on a drawing that doesn’t work, but photos provide a quick proof-of-concept and allow for a ton of variety camera angles as reference for sketching. Another League Splash Artist HUGEnFAST notes that if you ever need to figure out how something works in the process of creating the character, the easiest thing to do is pull out your phone, grab a room, and start snapping selfies. While snapping reference photos HUGEnFAST thinks about the body language and the facial expression, inevitably inhabiting some of the mental space of the character. When mimicking a character’s gesture and emotion, the Splash Artist can gain new understanding about how their feelings would affect their pose.8 On the digital character drawing courses, related to my research, I have arranged similar exercises, where the costume design students have consumed their own photo as a reference and the starting point of the sketching process. A costume designer can easily import reference photos on the virtual paper because the camera is included in the digital sketchbook, as well it involves also the papers, pens, bushes and colours. The tablet with the touch screen contains all the necessary tools in the same devise, in contrast to the Splash Artists, who have to transfer images from their phone to device on which they draw the characters and thus had one extra step in the sketching process. The digital sketchbook improves an artistic work of costume designers; by offering more options for the costume 6 https://en.wikipedia.org/wiki/League_of_Legends http://nexus.leagueoflegends.com/2017/03/making-a-splash-with-reference-photos/ read 5.3.2017, published 3.3.2017 8 http://nexus.leagueoflegends.com/2017/03/making-a-splash-with-reference-photos/ read 5.3.2017, published 3.3.2017 7 sketching process. The immediate collaboration with the costume designer’s body, mind and digital medium in the empathy–oriented drawing method can create a faster process for costume sketching and give more options for the artistic expression of costume designer. Artists have always utilised models and mirrors to research and figure out how the human body is supposed to look like and which angles felt appropriate for the limbs. “Reference pictures are the unsung heroes behind every splash art, used for inspiration while never seeing the spotlight.”9 An empathy–oriented method where the own body works as a reference to the sketching process is not a new technique —it is a bridge between traditional painting and digital art we make today. The digital sketchbook containing the camera enables the costume designers consume photos as reference while drawing costume sketches digitally. “Sometimes there’s a very specific thing, like a facial expression that you can’t find a good reference for, so you just make it yourself. HUGEnFAST narrates the benefits of utilising reference photos: The human body, and light, and color, are so complicated. It’s too much to keep in your head, even as a professional illustrator, and references help us create art that accurately reflects reality.”10 The costume designers own body can also work as an unsung heroe behind the character designing process. Tan Huaixiang, the author of Character Costume Figure Drawing, emphasizes in her book, that during figure drawing the costume designer should take into account the respective essence of the character. Huaixiang reminds us of the significance of an empathy–oriented method in the costume sketching process: “Keep two important ideas in mind when creating figure poses: one, use the poses or gestures that will express the character’s personality; and two, use the poses or gestures that will show your costume designs at their finest.” In other words, when the designer draws the costume sketch with the respective essence of the character, the costume sketch transmits the idea not only through the lines of the drawing, but also through the expression of the face and the position of the character. By drawing the character using mindful embodied awareness, the costume sketch transmits the nature of the character to the viewer and assists the interpreter to understand the essence of the role better than in the costume sketch with a faceless figure and a rigid pose, where a designer in the sketching process concentrates only on the materialist aspects of the costume. 9 http://nexus.leagueoflegends.com/2017/03/making-a-splash-with-reference-photos/ read 5.3.2017, published 3.3.2017 10 http://nexus.leagueoflegends.com/2017/03/making-a-splash-with-reference-photos/ read 5.3.2017, published 3.3.2017 In this paper the study focuses on the effects of the empathy–oriented drawing method on the costume sketching process. The study material is collected through the digital character drawing courses that I have taught, since 2013, in Finland and abroad. The material of the costume sketching methods consists of digital costume sketches from both professional costume designers and budding design students. The participants in this study were recruited from the costume designers who utilise tablets with touch screens as their digital sketchbook while designing costumes. The teaching materials of the courses arise from the specific needs, interests, and expectations of the group, as well as how familiar the students are with the methods for digital drawing on the touch screen. The different exercises support the costume design students’ own personal way to express themselves with the digital media. It is important to note that in the digital character drawing courses the objective is to focus on digital drawing on a touch screen and costume design students’ experiences with it, as opposed to the validity of drawing skills or on specific styles to express the costume sketches by drawing digitally. The tablet with the touch screen works as a sketchbook for the costume design exercises in the digital character drawing course. I have selected the Autodesk Sketchbook software, as the primary sketching program, not only because of its uniformly positive impact with my own practical experience as a costume designer, but also because it combines easily both digital image-editing and drawing within the costume sketching process. The teaching takes place through examples, each digital costume drawing exercise begins with an introduction to explain the tools and means. Initially, students get familiar with the digital pencils, brushes, colour palettes, fill tools and layers–the pile of virtual paper. When students start with familiar methods, such as drawing with a pencil on the “paper”, it lowers the threshold of the learning process of a new digital medium. During a one-week course, the students first did exercises on digital drawing and image-editing, and then exercises where they combined these two techniques in the costume sketching process. To coach costume design students on digital character creation related to my research, I introduced them to empathy-oriented costume sketching. In an empathy-oriented costume sketching method, I describe the nature of a character to the students in words and encourage them to adopt the gesture of character action and facial expression by themselves. In other words, they should place themselves in the shoes of the character. In this narrative-based approach to the task, I presented the following questions related to the personality of a character regarding the role. Students answered these questions before the photo-session. [Figure 1] These several questions aim to illustrate the persona of character from different viewpoints, hence facilitate students to internalize the role of the character. Margaret Wilson from University of California has written an article Six views of embodied cognition, in the article she describes humans ability to form mental representations about things that are remote in time and space. We can lay plans for the future, and think over what has happened in the past. We can entertain counter factuals to consider what might have happened if circumstances had been different. We can construct mental representations of situations we have never experienced, based purely on linguistic input from others.11 The students advantaged this characteristic human ability in the empathy-oriented costume sketching task. After completing the mental representations of the character in their mind, students prepare for the digital photo-session and took the photo of pose to their own digital sketchbook. This method has similarities to the role playing and the body-storming. (P.2) [Tähän lisää mikä on body-storming. A Novel Gesture-based Interface for a VR Simulation: Re-discovering Vrouw Maria Ferhat S¸en Department of Media Aalto University School of Arts, Design and Architecture PO Box 31000 00076 11 Psychonomic Bulletin & Review 2002, 9 (4), 625-636 THEORETICAL AND REVIEW ARTICLES Six views of embodied cognition MARGARET WILSON University of California, Santa Cruz, California (p.2) Aalto, Finland ferhat.sen@aalto. Lily D´az Department of Media Aalto University School of Arts, Design and Architecture PO Box 31000 00076 Aalto, Finland lily.diaz@aalto [17] A. Oulasvirta, E. Kurvinen, and T. Kankainen, “Understanding contexts by being there: case studies in bodystorming,” Personal and Ubiquitous Computing, vol. 7, no. 2, pp. 125–134, 2003] Tommi Horttana Department of Media Technology Aalto University School of Science P.O. Box 15400 FI00076 Aalto, Finland tommi.horttana@aalto. The figure 2 shows an example of the position of the character, created by the costume designer student photographed with the camera of tablet. The students applied the captured “self-portrait” photo of character to Autodesk Sketchbook program to create the final costume sketch and consumed the image of posture as a starting point and reference for sketching. In the left-hand side of the figure 2, the costume design student poses the character with empathy–oriented method and afterwards consumes the “self-portrait” as a starting point to clothe the character. In the adjacent picture in the right-hand side is the final finished costume sketch. [Figure 2] This type of exercise in a creative process requires students to immerse into the task, use imagination and keep an open mind. The first students who posed the nature of the character to the camera experienced it in the new situation as difficult or strange. It was challenging to approach the role through their own body and mind experience. After breaking the initial excitement, and after seeing others succeed in the task, the students considered the posing as a positive and worthwhile exercise. Using digital medium while drawing the costume sketch, a costume designer experiences a stronger bodily connection and interactivity, which is not part of drawing by traditional means. The “virtual paper” of the tablet is an active space with its touchable surface. With a touch screen, a costume designer is able to draw, manipulate, import and combine images in the costume sketching process. In the present study, students who utilised their own image as a reference to draw the character, felt it to be beneficial in several ways. First of all, costume designers found the drawing of position of the character easier, because they utilised their own photo as a reference for the sketching and did not draw the first scratch on the plank “paper”. Second, an empathy-oriented costume sketching method facilitated costume designers to create the facial expression of a character. Students regarded the starting point of the sketching as one of the challenging steps in the sketching process, especially how to figure out and create the correct position for the character. By importing their own body-stormedphoto of the character to the bottom layer of the digital sketchbook, costume designers could start the costume sketching in a novel way with the digital tools. Digital drawing with the medium of a touch screen enables this type of experiment that applies embodied awareness in the costume sketching process. ….loppu on vielä melko keskeneräistä. tarkoitus on analysoida video ja haastattelumateriaali, jonka olen kurssien kautta kerännyt ja tehdä siitä johtopäätöksiä….. To begin this process, the research material consists of my personal experiences of digital sketching processes, learning diaries, observation and notes from the digital character drawing courses. The first step to collect material from costume design students in this process was to record the costume sketch drawing with the video tape recorder and with the time-lapse-video of the device. The Autodesk Sketchbook program has a possibility to record the drawing process line by line in chronological order from beginning to end. The video is recorded and saved into memory of the tablet. Samples of digital costume sketching will be analysed for to examine whether an empathyoriented costume sketching method facilities the digital costume sketching process. The second method used to collect material for the research was an interview questionnaire for the costume designer students who have participated to the digital character drawing courses. The interview questionnaire was sent via email to the participants. The data of the interview questionnaire will be analysed in order to understand what impacts the self-portrait use as a reference in the costume sketching has to the costume designers artistic work and more specifically, in this case study data were gathered to understand impact of esthetic quality and technical quality of the method to the costume sketching process. A part of the model questionnaire: What chances in a costume sketching process while you imagine yourself to the role of character and utilised the self-portrait as a reference while creating a digital costume sketch? You can answer with a category 0-5, in this case the number 0 means no impact on the costume sketching and the number 5 means the very positive impact on the digital costume sketching process. 1. The first, the impact on an of the costume sketch, includes three items: 1.1 pose of character 5 1.2 movement of character 3 1.3 expression of character 3 2. The second, the impact on a technical quality of sketching, includes three items: 2.1 starting of sketching 5 2.2 time of sketching 5 2.3 flow of sketching 4 3. The third, the impact on a technical quality of the costume sketch, consists of two items: 3.1 proportion of the costume sketch 5 3.2 level of detail of the costume sketch 3 4. The fourth and final, the impact on an esthetic quality of the final costume sketch, consists of three items: 4.1 creativity of the final costume sketch 4 4.2 originality of the final costume sketch 2 4.3 harmony of the final costume sketch 2 References Bellet, Paul S.; Michael J. Maloney,1991 p. 226, The Importance of Empathy as an Interviewing Skill in Medicine, JAMA Huaixiang, T. 2004. Character costume figure drawing, Step-by-Step Drawing Methods forTheatre Costume Designers. Focal Press is an imprint of Elsevier 200 Wheeler Road, Burlington, MA 01803, USA Linacre House, Jordan Hill, Oxford OX2 8DP, UK http://nexus.leagueoflegends.com/2017/03/making-a-splash-with-reference-photos/ read 5.3.2017, published 3.3.2017 Landis, D. 2012. Hollywood Sketchbook, A Century of Costume Illustration. Harber Design, An Imperial of HarberCollinsBublishers, New York Noe, A. 2015. p.150, Strange tools art and human nature, ……..New York Weckman, J. 2015 "Kun jonkun asian tekee, se pitää tehdä täydellisesti" - Liisi Tandefelt pukusuunnittelijana 1958-1992, Aalto ArtBooks, Helsinki, (translation by author). WILSON, M. 2002, p.2, Six views of embodied cognition. Psychonomic Bulletin & Review, 9 (4), 625-636 THEORETICAL AND REVIEW ARTICLES MARGARET University of California, Santa Cruz, California A Novel Gesture-based Interface for a VR Simulation: Re-discovering Vrouw Maria Ferhat S¸en Department of Media Aalto University School of Arts, Design and Architecture PO Box 31000 00076 Aalto, Finland ferhat.sen@aalto. Lily D´az Department of Media Aalto University School of Arts, Design and Architecture PO Box 31000 00076 Aalto, Finland lily.diaz@aalto
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