Saturday 10 March 2012

Reclaiming the 'D' word in art and design

To start with, let’s just consider the word ‘design’.  A ‘design’ refers to the evidence of design, the visual record of the design process or a thing that has been designed. ‘Designing’ infers an active process of selecting and organising the visual and physical elements to fulfil a broad, specific or defined purpose which may be aesthetic, functional or both. This process is both physical and intellectual, calling on the experience of the designer in the creation of new artefacts and products to meet the needs of users, or in the visual communication of information, ideas and meanings.


There are many different models of the design process, with variations that apply to diverse strands of activity across the enormous range of design industries.  They mostly share many of the same stages although they place a different emphasis on these depending on the intended purpose and outcome. However, the principle of the thinking and actions underpinning these stages is important, when we consider which design skills and design thinking approaches we will teach and how we will teach this.


These process stages can be summarised as the following:


      Define - the identification of need or specification including customer/user profile.


      Research - identifying all salient information needed to complete the design including customer/user profiles, markets, purpose, need, previous similar products, stylistic influences, preferences and cost effectiveness, but also early investigation and media experimentation.
      Imagine/Ideate - Idea generation (key to innovation and creative development).


      Refine - the development of the idea, through stages that improve the outcome (including further experimentation and investigation).


      Prototype/visualise - the modelling and creation/manufacture of versions to enable definitive testing or consideration against the brief/intention.


      Implement - the selection and move to final production, realisation or manufacture.


      Evaluate - a QA process that seeks to confirm the effectiveness of the outcome/s.
This image is from A Level Textiles at George Abbot School, Guildford. With thanks to the department for their permission to use this image.

Whilst this broadly defined process would seem to model an industrial process more familiar with the functional design and manufacture of engineered products or electrical goods, it can equally describe the design and development processes for the creation of fine art, fashion, textiles, graphical products, photography, jewellery, sculpture; craft products and all visual art outcomes including film, digital lens and screen based media.  The process can also be linear, but does not have to remain so and can be treated far more flexibly when not part of a larger commercial process.  However, I do believe that students must have creative experience with this process, both as intellectual and physical stages, each with distinct characteristics, knowledge and skills.  The two images below share a similar aesthetic and are closely related in time.  At design stages they surely shared similar elements of visual design, and yet the outcomes are very different. Do we draw connections and make this clear enough in our teaching of design?

Perhaps we think of art as one type of outcome and design as another, leading to different kinds of product? If this is so, we may be misleading young people in schools if they do not see the 'design' in the 'art', and vice versa  After all, a painting is just as much a product, as an illustration, a piece of bespoke jewellery, a bowl, a photograph or a digital game.

In a student sketchbook, we generally see much research and some development in the refining of an idea towards a suitable conclusion, leading to a painting, a piece of craft, print or sculpture. Increasingly, not all design stages (identified above) will have been as carefully explored when developing a fine art outcome. Less thinking will have been invested in defining the purpose, audience and point of display, or in the refinement of the idea or prototyping to ensure the investment of time is well spent before creating the final outcome? I am not suggesting we adopt a tight linear model, or that we follow all of the steps in every project.  By not developing a thorough design experience, including an understanding of the thinking processes and skills, we are certainly missing some of the rigour we expect from the thinking and design development at each stage in the creative process.  Equally, students will not gain the ‘bigger picture’ of design or understand the breadth of career opportunity available.

 In the design world, most ‘design briefs’ are developed in response to a client, where the product or outcome will generally be a functional (if not a tactile) product.  We know that the best products are the result of innovation in creative thinking and design. That this process is dynamic, not fixed by a static set of design stages, but flexible to the needs of the user/viewer.  In teaching, we must reflect this, but cannot offer unlimited creative freedoms in the classroom to students who are learning how to be creative.  We know that creative thinking is also the outcome of restriction, often flourishing despite tight budgets and limited resources. Equally, I believe it is essential to teach students how to design, not just provide the time, space, resources and guidance for making.  Perhaps we spend too long looking at artists and their products and not enough time considering their processes, where we might gain a greater insight into the thinking that informed their creative actions. 

How also do we encompass within our concept of art and design, the rapid prevalence of digital media and multi-modal products e.g. web and game design, animation, advertising and film (lens and screen based media)? I believe their place in our curriculum expands the concept of design, broadens skills and understanding, increasing the social and cultural relevance of this curriculum. It would be very easy to place this within a box labelled ‘engage and motivate the underperforming boys’, but this is not always true and the ‘ghettoisation’ of digital media for this purpose would be morally wrong.  However, I do think we broadly understand why digital media holds the attraction it does for many students, but all teachers must be fully prepared to embrace the scope of this media, using it to implement approaches that make visual language more relevant to all students. In particular, I believe it may help us to address the awful disparity in performance between girls and boys in art and design examinations, providing at least one strand in our strategy to tackle this.  These students will underperform for a variety of reasons, but what seems clear is their disinterest in a largely historical curriculum, which fuels their disengagement and poor motivation.  However, many of them are both technically skilled in aspects of digital media and hugely engaged as consumers of contemporary creative outcomes. This media is after all, a product of our time and our culture, speaking to us all through film, the TV screen, web, computer and increasingly through our phones and portable devices.

When considering how as educators we might better utilise these digital tools, we must remember it is unlike any other creative medium.  It encompasses a huge and growing range of processes and creative tools, with the means of both presentation and distribution.  It also provides us with a means of connecting with the work of the present, the past and of other groups and cultures.  It also has the potential to be interactive and will become increasingly ‘intelligent’, speaking to us directly in our leisure activities, as a learner or as part of an entertainment process.  This environment is complex, but it is certainly creative, highly visual and multi sensory. The games design industry models this for us and demonstrates how successful we can be in establishing new design industries and achieve commercial success.  It also connects art and design with other subjects such as physics and mathematics, as the routes into design in higher education become increasingly complex, mirroring the breadth of employment opportunity across the growing design, creative and media industries. We will always need artists who can help us interpret and understand our own society.  However, we really do need good designers who are highly skilled, innovative, creative, ethical, humorous, intelligent, political, social and morally minded.

As educators, we will personally be challenged by the demands of updating our digital and creative skills, moving many of us well beyond the focus of our original training and practice. Inevitably this will start to transform our departments and over time, we may well see a shift from paint and physical media towards lens and light based media.  By rooting ourselves more thoughtfully in the breadth of contemporary design practice, we can better achieve this evolution, connecting to a wealth of contemporary creative design practitioners, design companies and referencing the ways in which this practice connects with people as consumers.

I believe these approaches will also help us aspire to better design, to embrace the risks and problems of 21st century design rather than remain always within the worlds of pictures and pigment. Too rarely do lessons fully explore and develop the thinking steps and process stages taken by an artist, digital games, product or media designer, supported by a critique of their research and their design studies.  Too often learning is about art and not about design, with insufficient focus on the thinking processes, context and purpose, engaging only with the physical outcomes and without value judgement, or a consideration of the relevance to society.

We know our world has become ‘visual’, where the image is almost more dominant than the word.  All the more surprising that so many teachers do not embrace the visual language of lens and light based media, the rich and diverse world of design that underpins this.  We know this media often uses a different skill set, requires an additional CPD commitment and certainly lacks many of the tactile and multi-sensory features that originally engaged us all as creators. However, it is evolving and it is essential that we educate young people as both critical creators and critical consumers, aspiring to the highest standards of design.

Perhaps we think that the process of design has been commandeered by Design Technology departments, or more industrial and functional iterations of commercial products, rather than the creation of a unique or bespoke outcome. We also tend to use the word ‘create’ more than the word ‘design’, perhaps because we think creation is more expressive or is a ‘higher order’ activity than designing? If so, we miss the point of what design is and what it can be.  Most importantly, we loose the potential to learn about and through the diverse processes across the many areas of design. We also loose some elements of a reflection on how the artist as designer, both physically and intellectually interprets our world. 

A question for teachers of art and design is whether ‘it is time’ to re-claim and expand our concept of the design process and in particular the contemporary design process?  If we don’t, we deny our students the opportunity to learn how to think as an artist and a designer, to learn how to visually perceive, ‘read’ and ‘apply’ this thinking using the visual language of our subject, thereby understanding how this language extends beyond 'art' into every aspect of our lives.


Ged Gast  -  September 2011

Is it time to split – for design’s sake

Art, Craft and Design - think piece 2


“Design is that area of human experience, skill and knowledge which is concerned with man’s ability to mould his environment to suit his material and spiritual needs.”

Archer, B (1973) “The Need for Design Education.” Royal College of Art

In this article I want to explore the premise that we should seek greater separation of art and design from design technology.  Not to suggest that one subject has greater value than the other, but rather, that both subjects have immense value, which the EBacc and curriculum pressures threaten to destroy at the current time. I also want to explore why there might be an issue in the perception of value of these subjects by legislators and school management teams. Despite the protestations of the current secretary of state and his schools minister that there is plenty of space in the curriculum for schools to offer what they wish, inevitably we are seeing cuts in non-EBacc GCSE courses and a move towards cuts in secondary school’s, in FE and also in HE in these and other arts subjects.  There are a number of reasons for this, of which, funding cuts and course viability are just two.  This does not bode well for the creative future of our country and the work of the creative industries, as one of the four great financial and industry successes for the UK over the last 60 years.  Lastly, I want to reclaim the word 'design', giving it equal weight within art and design and suggest we have much more to learn and teach through the consideration of stages in the design process, when developing knowledge and skills in a design discipline.

The current curriculum review might want to look at how the curriculum is organised in other countries, rather than just look at performance data. Ministers should look instead at the pathways from schools and colleges that feed successful industries, and consider the high level of self-employed statistics in the design and media industries, compared to other forms of industry employment.  Several years ago I took a group of teachers to Idaho in the USA to look at their creative curriculum. Interestingly, what impressed me most wasn’t their art and design but their ‘Sci/Tech’.  A combined science and technology curriculum that treated technology more as an industry focused subject, applying technology for science and design.  Students could see the purpose and value of both the science and technology when both were applied and when design and manufacturing link fully to this. Attitudes of staff and students were different to those we sometimes find in the UK.  There was real excitement in the classrooms.  Students’ were passionate about their learning. 

Students in a high school in Idaho, engage in applied design technology in Sci/Tech lessons, exploring biology by measuring the impact on reaction times of the human body during multi-axis working in low-gravity situations using a gyroscopic rig that they had built. Other students purposefully play ‘robot wars’ to learn how to maximise programming language and improve their engineering design and build skills.


In the UK, I sometimes wonder what type of learning I am seeing when in DT or art and design lessons.  I rarely hear the word ‘design’ mentioned in an art and design lesson, or indeed, ‘manufacture’, ‘innovate’, ‘define’ or ‘prototype’. Teachers task students to create a ‘set of studies’, ‘plan out’ or ‘sketch some ideas’.  It is no surprise therefore that design does not have the meaning in art and design that it once had and risks breaking links with the applied arts and design industries in the minds of the student. In DT, design is in some contexts, too often reduced to a process of pre-determined steps reducing creative thinking and origination to a narrowly defined exercise in styling, rather than a fundamental focus on the purpose and function of the product.  It has always seemed to me, that in design technology they should exploit the physical and visual characteristics of materials through applied innovation, determining form, function and cost effectiveness as part of a ‘design for industrial manufacturing processes’ approach. Whereas, in art and design we are most concerned with innovation in styling, concept and the balance between form and function, marketing, advertising, visual communication and the association of product with meaning.  Inevitably there is a degree of overlap, but the question of how much does need to be addressed.

Examples of two very different approaches within art and design and textiles from George Abbot and The Howard of Effingham schools in Surrey. Both showing very high standards of design skills, creative and critical understanding amongst their students.

I also need to state the following.  Graphical Products is not the same as ‘Graphics’ and similarly, Textiles Technology is not the same as ‘Textiles’.  These courses prepare students for different progression routes and aim towards different aspects of related industries.  But they are not fully inter-changeable.  They share certain aspects of a medium and set of processes, but should apply the learning in very different ways. The degree to which they develop similar skills is open to question.  I believe examination boards have much to answer for in not making these courses sufficiently distinct.  By not doing so, they at least mislead students, certainly confuse the purpose underlying the development of these skills and contribute to misinforming senior leaders in their planning of curriculum opportunity.

Is this heresy or the truth?  Too many art and design departments have not been able to run a graphics course because the perception of the senior leadership team is that this is already offered in DT, even when the teacher with a degree in Graphic Design happens to be the Head of Art and Design.  The same is true of textiles.  Similarly, students on DT courses regularly tell me that they intend to become graphic designers or work in fashion design.  The numbers gaining entry to such degree level courses through DT remains a very low percentage, because HE still require A Level art and design experience and skills. Switching to art and design following a DT GCSE may be something that such students find hard.  This is partly because of a skills mismatch, but mainly because of a fundamental difference in the approach in these subjects to design, to creative investigation and the values we place on expression and emotional forms of meaning in art and design.

Who is at fault here?  I have already suggested that exam boards should do more to make these courses more clearly representative of the progression routes and industry opportunities they target.  But we can also identify that many of the teachers offering these within DT come from an art and design college background. They are working in DT departments because for many years this was where they could find employment and career opportunities to teach broadly within their design specialism.  There are two main reasons for this.  Firstly, DT was mandatory under previous versions of the national curriculum, so students could choose specialist GCSEs from a range of technology options. Secondly, at this time, many art and design departments retrenched into their fundamental creative learning and teaching approach which sought to broaden fine art.  Our National Curriculum programmes of study specified nothing mandatory and left the creative direction to the individual teacher and department. Departments who had previously offered graphics and textiles were stopped from doing so, to avoid students taking two GCSEs seen as being essentially the same, although taught in different departments. This may have seemed barely acceptable at the time, over the years it may not have appeared to be a problem, but in fact it has left us with dwindling budgets, ageing equipment, too little ICT and narrowing skill sets within the teaching team.
This situation could be described as slowly shooting ourselves in the foot, particularly when we consider the current context of the EBacc.  This is because the creative flexibility of art and design infers that we do not appear to require specific dedicated specialist equipment and accommodation, or specialist teacher skills. In other words, if you are a senior leader and you have a specialist graphical products or textiles technology teacher with specialist rooms and a software update contract, you would opt to run these courses to make good use of your resources. You would suggest that your art and design staff teach fine art or unendorsed art and design, because they appear to be able to do this without anything more than any art room, their existing funding, a collection of old hand tools, paint, drawing media and plenty of paper. This has been the driver to the status quo for some years and this will become more rigorous as a test, as pressures from the EBacc curriculum increase. However, teaching only unendorsed art and design or fine art is unbalancing the subject and resulting in a reduced skill set and experience of staff, not to mention a shifting popular perception that art and design is just Art (read fine art) and that DT is a broad ranging technologically connected group of subjects.

This situation has been further embedded by the retirement of art and design teachers with a background in sculpture, ceramics, graphics and textiles, accelerated as departments have shrunk somewhat.  Any replacement has predominantly come from a fine art background; limiting the breadth of experience in the team, and reducing their capacity to offer an endorsed specialism in other areas.  In recent years, such courses have dropped in numbers, with the exception of perhaps photography, which continues to grow in response to demand, cultural relevance to young people and the flexibility of facilities that digital media technologies offer.

At the same time as we have been narrowing our curriculum breadth, we may also have been developing a particular perception of design within our use of sketchbooks.  I think we should develop greater rigour to the stages of design we teach, to better promote the development of a definition of purpose, research, investigation, experimentation, creative and critical thinking through stages towards the prototyping, selection, realisation and manufacture of an outcome (fine art, design or craft based). Implicit in this is the broadening of the language we use in art and design departments, to help build a wider understanding of design, connect with the applied arts, with industry and give structure to design thinking and actions as part of the creative process.

This may seem over simplified and may not be the true picture within your department or particularly within a large department in a specialist arts college.  However, I believe we demean both subjects by failing to focus on the purpose of their core learning, which should be set in a context of industry relevant specialism.  Art and design departments could begin by no longer calling themselves ‘Art’.  They can also stop others from referring to them in such a limiting fashion and broaden their curriculum and design processes to reflect a greater breadth of art, craft and design. At the same time, senior leadership teams are under immense pressure to ensure their GCSE and A level offer provides breadth and whatever the morality of this situation, they are under pressure to push some GCSE subjects into the margins by the introduction of the EBacc, chopping small subject numbers at A Level due to funding cuts.  They in turn rely on examination boards to offer purposeful courses with realistic expectations of progression routes to further and higher education and employment.  Examination Boards who allow their examinations to become distorted by the preference of some teachers to teach styling over design, and process over a real industry skills and context, should think again at the damage being done to the careers of teachers and life chances of young people who aspire to real jobs in creative, media, design, engineering and manufacturing industries in this country. As part of the curriculum review maybe it is time to seek some clarity.  Maybe it is time to redefine the scope of those courses that share the title of Design.

Ged Gast July 2011

Intelligent Looking - A critical thinking approach to reading images that develops imagination and creative risk taking



Your vision will become clear only when you look into your heart.  Who looks outside, dreams. Who looks inside awakens.
Carl Gustav Jung


Using images in the classroom is a powerful way of developing the imagination and accessing imaginative links with what we already know and have seen.  The mind wants to understand images and seeks to make meaning from them through looking and thinking.  While single images encourage a particular form of looking, to do with interpretation and making connections with what we already know, multiple images invite the viewer to make connections between the images and seek patterns across all the visual information. 


In the quote above, Jung hints at the importance of emotional intelligence and not just reason in the process of forming a viewpoint.


When we look at photographs we often do so based on our assumptions about the context of the image.  Our interpretation of meaning is therefore often constructed from our views of the world, our understanding of context, place and different cultures, social, historical and political events.  This is why we often find candid photographs easy to read, but created photographs (where the photographer works as an artist to invent and manipulate an invented world) are more difficult to interpret.  Similarly with the work of artists, we might need to know more about them, their ideas and the social or historical context in which the image was made, to help us understand what meaning we might make of their work, or what they may want us to see or understand.


Do not despise my opinion, when I remind you that it should not be hard for you to stop sometimes and look into the stains of walls, or the ashes of a fire, or clouds, or mud, or like things, in which if you consider them well, you will find really marvellous ideas.  The mind of the painter is stimulated to new discoveries, the composition of battles, of animals and men, various compositions of landscapes and monstrous things, such as devils and similar creations, which may bring you honour, because the mind is stimulated to new inventions by obscure things.

Leonardo da Vinci

Taken from the Codex urbinus latinus (from his treatise on painting – 1270 where he gives advice to painters)


In his book, Art in Mind – How contemporary images shape thought, (2005 University of Chicago Press) Ernst Van Alphen reflects on how art has the power to affect our thinking, changing not only the way we view and interact with the world, but also how we create it.  His reflections on Leonardo da Vinci help us understand his approach to painting not as expressive, intuitive, sensuous or emotional, but an intellectual one.  Others have described this process of seeing as a form of relaxed ‘out of focus’ looking where the mind seeks to identify and make patterns or identify images in the loose collection of marks and stains on a surface.  The brain seeks to make sense of what it sees, linking the imagination with previous experience.  Perhaps a little like the way we relax into looking at a ‘magic eye’ image where we search for the hidden image in the layer that floats in front of the seemingly complex or random pattern.


Reading images is therefore a thinking process that develops visual perception skills through carefully structured learning, to improve visual literacy and understanding.  To do this it will need to access a range of thinking skills including both intellectual reason and enquiry, but also the heart, through emotional intelligence.


The use of images is powerful as a stimulus to the imagination and to the making of creative connections, precisely because images enable each of us to share our thinking.  We also share some conventions in the way we read an image although we all read images is, slightly differently.  Reading images is also powerful as a way of developing critical thinking skills, by modelling this process through the shared looking and discussing of the images with others.

To help us develop these skills and the imagination to stimulate creative responses, we need to encourage ‘intelligent looking’.  To help us with this, we need to develop the skills and attitudes needed.  Engaging activities will develop the attitudes, but to develop the skills we can use thinking, writing and speaking tools and questioning approaches, such as:

·         Dialogic teaching to encourage paired and class talk;

·         5Ws (Who, What, Where, When and Why);

·         We can ask challenging open questions with stems such as ‘In What Way Might …..’;

·         We can analyse images using Rod Taylor’s model for analysis to explore the Content, Process, Form and Mood of an image;

·         We might explore an image to develop creative ideas generated by the imaginative processes indicated by the acronym SCAMPER (developed by Bob Eberle), such as: Substitute, Combine, Adapt, Modify/Magnify, Put to other use, Eliminate or Reverse; 

·         We can also structure our questioning using Bloom’s Taxonomy to provide high challenge, thought provoking questions and engender a sense of wonder.  These tools or approaches help us to focus more specifically on the different modes of intelligent looking.

·         NB. See more examples and detailed guidance in Effective Questioning guidance.


The 3 Modes of Intelligent Looking


1. Analytical looking and thinking

evidenced by the structure and process used by the artist/photographer to organise and present the elements that make up the image.  Slow and deep looking.  Access other modes to ensure the analysis is balanced.


2. Critical and contextual looking and thinking together

evidenced by the context in which the images are created, aware of classifications and the use of reason to explore the image, interaction with others to critically develop ideas and responses – metacognitive and aware of the thinking process to help identify meaning and inference.


3. Emotional looking and responding

evidenced by the mood, intuitive and sometimes rapid emotional response to e.g. colour, expression and content.  Links to meaning, interpretation and inference


A PROCESS  FOR  INTELLIGENT  LOOKING  &  CRITICAL  THINKING

1.    Consider your initial emotional response – what does this tell you?
2.    Start a dialogue with the image, articulate philosophical, political, social and formal questions, where you seek to answer or resolve these yourself or with others.
3.    Identify and explore the visual evidence, the content and recognizable people, places and objects - consider the meaning they express.
4.    Make connections - with other images, experiences and learning, or spontaneous unrelated connections - use your previous experience and knowledge.
5.    Express your thinking visually – use diagrams, lists, pictograms, text, notes etc.
6.    Explore the viewpoints of others - consider, discuss and perhaps agree.
7.    Think out loud - verbalize your thinking processes share this with your group.
8.    Consider all imaginative possibilities - there are no right and wrong views - share your explanations with others.
9.    Use enquiry and reason - but be aware of your own and others’ emotional responses.
10. Try to be precise and careful in your judgments, but don’t force an answer / viewpoint.
11. Weigh the views and reasons offered by others.
12. Search for the truth - but worry less about being right.
13. Be aware of your own prejudice and biases - when agreeing ideas and outcomes.

Encourage students to share their perception and understanding of the images or artworks they are viewing.  These processes encourage higher order thinking and develop the interpretation of subtle meaning and intentions within images.  Encourage the verbalizing of thinking.  You can use thinking, writing and speaking frames to model and develop skills.

NB. Teachers should model the best use of language and their own thinking processes, when looking at or describing images.


The following table helps to explain some of the reflective, analytical and reasoning self-questioning processes that might be carried out within each of the three modes of Intelligent Looking.


MODE 1 - Analytical looking and thinking
n What kind of image? - eg portrait, landscape, reportage photograph
n Composition - How are the parts organised?
n Artistic elements - How has the artist used… line, tone, colour etc?
n The process - What materials and how was it made?
n Reflection on content - What can I see? List and describe?
n Slow, careful and systematic looking - the whole picture and close-up areas?  What does it tell me?  What do I find out?

MODE 2 - Critical and contextual looking and thinking together
n What can I find out? - Children and teacher explore and share information about the artist, the period, the situation etc…
n What questions do I ask myself and others? - eg 5Ws - find out more
n What was the culture and context of the image? – Research more...
n What is it about? - Identify ‘Meaning’ for me and others
n What do others think? - Discuss and compare ideas on meaning
n Aware of their own thinking process
n How does it compare with other images? - similar genre, style, type...
n Build on the ideas of others and their partial thoughts

MODE 3 - Emotional looking and responding
n What is my immediate response to the image? - my mood and reaction
n How does my emotional response change? – is it the colour, style, genre, content?  Why? And what makes this change?
n How do I feel about what is happening in the image?
n How do I respond? – by thinking out loud, by drawing, by writing, by speaking or making some music…


Activity 1 - Sort and classify Images

     Rich pictures and challenging images.

     Emotional sort activity – Images of different lives and times e.g. Library of Congress, Imperial War Museum, Sebastião Salgado, Sirkka-Liisa Konttinen, Charlie White


Source and provide a selection of rich pictures or challenging photographic images.

     Arrange these into sets of 10-15 images and provide a set for each pair of students.

     Carry out classification activities and define a focus to each classification e.g. undefined classification, or photographic classifications such as image content, reportage, portrait, social and political history, etc.  Question where the boundaries of classifications exist and discuss issues for the photographer working as an artist or as a social commentator or journalist.  Engage in risky critical thinking, avoiding teaching from the front and acting as expert.  20-30mins. will be needed for the classification activity.

     Encourage students to apply the principles as a form of checklist for the activities.

Activity 2 – Emotional classification using the principles of Intelligent Looking

To develop emotional intelligence, try also an emotional classification activity using the following 6 categories, or develop your own based on your selection of images. 


Selfishness


Anger

Jealousy

Respect

Pride

Honesty


I would suggest you select emotionally strong images from example websites e.g. Library of Congress, Imperial War Museum, Sebastião Salgado, Sirkka-Liisa Konttinen, Martin Parr, Charlie White, Dorothea Lange, Man Ray, Cindy Sherman.  Encourage students to place the images in the category that epitomizes or best describes their reading of the image or the main person in the image.

     Extend thinking and use of these images by reviewing the Principles of Intelligent Looking.  Ensure students have considered or exploited all the Principles they consider helpful.

Activity 3 – Make connections and collaborate creatively

Making connections between photographs and collaborate on creating a written response e.g. Create something – poem, short story, description, 60 word story

     Source a set of powerful images and provide 3 for each group of 3 students.  Carefully group the images beforehand to infer possible links.

     Students discuss and make connections between the photographs before collaborating on creating a written or graphic response e.g. a poem, 60 word story, sketchbook images, collaborative drawing, storyboard, short film or animation script etc.  This may be based on the connections that link the images, the people in the images or from the way the group sequences the images into a possible narrative.

     This risky activity takes time and will need careful structuring and management by the teacher to ensure the focus on an outcome is maintained.

     Step 1 - Think independently - REFLECT - develop ideas and seek meanings through connections


     Step 2 - Think together to share ideas - COMMUNICATE - share thinking, listen and make new connections and meanings through interpretation

     Step 3 - Think critically and creatively – PROCESS & COLLABORATE - develop your ideas using what you think and feel, with purpose.

NB - Visual engagement informs the imagination and stimulates thinking. 

·         Scale is important – good reproductions on a scale to fill the field of vision and the mind. 

·         Use the interactive whiteboard and turn off the lights to help focus looking and thinking.

·         Set up opportunities for paired and group talk.

·         Make the purpose of each activity explicit.

·         Help students to think purposefully, by explaining the type of thinking at each stage ie critical, reflective, reasoned, analytical, comparative, classifying, imaginative, investigative, interpretative etc.

·         Complete activities in a suitably metacognitive way by reflecting on the learning and the type of thinking that was used.

Weblinks for sources of photographs you might use:

     http://memory.loc.gov/ammem/index.html  American Memory at the Library of Congress


     http://www.loc.gov/rr/print/catalog.html  Prints and photographs reading room


     http://www.iwm.org.uk/server/show/nav.00100n  Imperial war museum online collection


     http://www.iwmcollections.org.uk/onland/ Online photographic collections


     http://www.masters-of-photography.com/ Great photographers




     http://www.amber-online.com/sections/photography/pages/side-photographic-collection  Amber online collection from Newcastle Amber photographic gallery


     http://www.photonet.org.uk/index.php?latest  The Photographer’s gallery, London


     http://www.vam.ac.uk/collections/photography/index.htmlThe V&A Photography Gallery



Ged Gast  2009