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Drawing & Sketching

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  • Isometry

    A Website by Nick Trombley
    isometry.netlify.app
    Screenshot of isometry.netlify.app on 2020-08-26 at 2.26.28 PM.png
    1. ​​The doctrine of salvation by blocks​​
    2. ​​Ad Reinhardt​​
    3. ​​Untitled Procreate Sketch #1​​
    4. ​​13. Ulam's Staircase​​
    5. ​​12. Rule Thirty​​
    1. ​​Cityspace series​​
    2. ​​Plus Equals #4​​
    3. ​​Little Blank Riding Hood​​
    • geometry
    • art
    • drawing
    • microsites
  • Kengo Kuma's sketches

    D1BF998F-96E7-48D2-92D9-749973CDB8B4_1_105_c.jpg
    Kengo Kuma, My Life as an Architect in Tokyo
    1. ​​Anatomical Drawings of Staircase Spaces​​
    • drawing
  • Combinations and arrangements

    Everything designed has an element of arbitrariness in its form. Loewy described how groups of his designers used to go about designing a new model automobile. Different groups were given different tasks, such as the front and rear of the car, and the conceptual work began, to be cut off at some predetermined time by deadlines that were imposed at the outset. After a time, there were "piles of rough sketches," and Loewy saw the design proceed as follows:

    Now the important process of elimination begins. From the roughs, I select the designs that indicate germinal direction. Those that show the greatest promise are studied in detail, and these in turn are used in combination or arrangements with one another. A promising front treatment can be tried in combination with a likely side elevation sketch, etc. From this a new set of designs emerges. These are then sketched in detail. After careful analysis, they boil down to four or five.

    Raymond Loewy, The Evolution of Useful Things
    1. ​​Useless work on useful things​​
    • drawing

    At first it seems like this process would lead to camels, but in the end it seems to be one person in charge of the final selecting, arranging, and re-sketching, which helps maintain a degree of conceptual integrity even if the work starts off as a confection of different ideas.

  • This tactile form of doodling

    Paper clips have also served as objects of more inwardly directed aggression by providing something for the fingers to twist grotesquely out of shape during phone calls, interviews, and meetings. This tactile form of doodling may consume only a fraction of the twenty billion paper clips produced each year, but it underscores the almost limitless functions to which a single form can lead.

    Henry Petroski, The Evolution of Useful Things
    1. ​​In ways you didn't anticipate​​
    2. ​​All sorts of ways to use the machine​​
    3. ​​Stretching the product​​
    • drawing
    • touch
  • From the desk of: Austin Kleon

    How do you work?

    When I get home, I have two desks in my office — one’s “analog” and one’s “digital.” The analog desk has nothing but markers, pens, pencils, paper, and newspaper. Nothing electronic is allowed on the desk — this is how I keep myself off Twitter, etc. This is where most of my work is born. The digital desk has my laptop, my monitor, my scanner, my Wacom tablet, and a MIDI keyboard controller for if I want to record any music. (Like a lot of writers, I’m a wannabe musician.) This is where I edit, publish, etc.

    Austin Kleon & Kate Donnelly, From the desk of
    fromyourdesks.com
    1. ​​Forget the computer — here’s why you should write and design by hand​​
    • drawing
    • work
  • Drawing as a means of thinking

    Two-dimensional plans or sections can be seen with sketches and more diagrammatic marks all on the same piece of paper in what appears a confusing jumble.’ These sound like Gordon’s ‘wonder plots’. The architects also use their drawings as a means of thinking ‘aloud’, or ‘talking to themselves’, as Gordon put it. For example, Lawson reports the architect Richard MacCormac as saying, ‘I use drawing as a process of criticism and discovery’; and the engineer-architect Santiago Calatrava as saying, ‘To start with you see the thing in your mind and it doesn’t exist on paper and then you start making simple sketches and organizing things and then you start doing layer after layer.... it is very much a dialogue.’

    The common elements in these similar descriptions are the use of drawing not only as a means of externalising cognitive images but also of actively ‘thinking by drawing’, and of responding, layer after layer and view after view, to the design as it emerges in the drawings. These observations also confirm Schön’s observation of designing as a ‘reflective conversation’ between the designer and the emerging design. It is the reliance on drawing, and the preference for the immediacy of the interaction and feedback that manual drawing gives, that makes the architects, like Gordon Murray, unenthusiastic about CAD as a conceptual design tool.

    Nigel Cross & Anita Clayburn Cross, Winning by Design: The Methods of Gordon Murray
    1. ​​Section-perspective drawing​​
    2. ​​The situation talks back​​
    3. ​​When we make a model and realize it's rubbish​​
    • drawing
  • Drawing for parallel design thinking

    An important feature of their strategy is parallel working - keeping design activity going at many levels simultaneously. The best cognitive aid for supporting and maintaining parallel design thinking is drawing. Drawing with the conventional tools of paper and pencil gives the flexibility to shift levels of detail instantaneously; allows partial, different views at different levels of detail to be developed side by side, or above and below and overlapping; keeps records of previous views, ideas and notes that can be accessed relatively quickly and inserted into the current frame of reference; permits and encourages the simultaneous, non-hierarchical participation of co-workers, using a common representation.

    The drawing of partial solutions or representations also aids the designer’s thinking processes, and provides some ‘talk-back’. As well as drawing, innovative designers frequently like to undertake practical work related to the design solution, such as building models or mock-ups, or participating in construction.

    Nigel Cross & Anita Clayburn Cross, Winning by Design: The Methods of Gordon Murray
    1. ​​Back to the Drawing Board​​
    • drawing
  • The preliminary sketch

    Among the best woodblock prints are many that seem not to have adhered strictly to the preliminary sketch. The sketch simply indicated a general direction, and in many cases was not used at all. Or it was even improved upon in the process of carving and brought vividly to life; the woodblock qualities of the print were accentuated and highlighted.

    Yanagi Sōetsu, Woodblock Prints
    1. ​​Blueprints​​
    2. ​​Head and hand​​
    • drawing
  • The computer creates a distance

    Computer imaging tends to flatten our magnificent, multi-sensory, simultaneous and synchronic capacities of imagination by turning the design process into a passive visual manipulation, a retinal journey. The computer creates a distance between the maker and the object, whereas drawing by hand as well as working with models put the designer in a haptic contact with the object, or space.

    Juhani Pallasmaa, The Eyes of the Skin: Architecture and the Senses
    • tools
    • design
    • drawing
  • A mind so in flux

    A mind so in flux, so sensitive to intuitive insights, could never write an academic textbook. All he could retain on paper were indications, hints, allusions, like the delicate color dots and line plays on his pictures.

    Sibyl Moholy-Nagy, Pedagogical Sketchbook
    • drawing
    • mind
  • Agents of thought and experiment

    The act of drawing serves to remind us that hands are agents of thought and experiment. Photography has a great future, but no matter how much ancillary wizardry photography accumulates, it will not be in competition with “drawing” in the broadest sense of that term. There will always be a role for exploration by the hands, encumbered by no more than a piece of ocher or a stick of charcoal.

    Its practical utility is as a manifestation of the mind struggling with the meaning of what it encounters and what it wants to explore.

    Jonathan Kingdon, In the Eye of the Beholder
    • thinking
    • drawing
    • understanding
  • What you have observed closely

    Drawing requires that you pay attention to every detail—even the seemingly unimportant ones. In creating an image (no matter how skillfully), the lines and tones on the paper provide ongoing feedback as to what you have observed closely and what you have not.

    Jenny Keller, Why Sketch?
    • drawing
    • details
    • seeing
  • Anatomical Drawings of Staircase Spaces

    A Book by Tomoyuki Tanaka
    1. ​​Shibuya​​
    2. ​​Detail​​
    3. ​​Platforms​​
    4. ​​Spiral​​
    5. ​​Descent​​
    1. ​​Back to the Drawing Board​​
    2. ​​Section-perspective drawing​​
    3. ​​Kengo Kuma's sketches​​
    • architecture
    • drawing
    • transportation
    • art
  • minimator.app

    An Application
    minimator.app
    CBBAB919-9209-468D-8A1C-76CBCC3A60CA.jpeg

    Minimator is a minimalist graphical editor.

    All drawings are made of lines in a grid based canvas. The lines are limited to vertical and horizontal lines, and quarter circles.

    • drawing
    • microsites
    • art

    Sol Lewitt vibes.

  • Right-Angle Doodling Machine

    A Game by Clive Thompson
    openprocessing.org
    Screenshot of openprocessing.org on 2021-11-18 at 11.41.53 PM.png
    1. You draw one single line. It can be as long as you like.
    2. To start the line, you put your pen down.
    3. You can make right-angle turns only, either 90 degrees or -90 degrees.
    4. You cannot back up. You must always move forward.
    5. You don’t lift your pen until you’re ready to stop. When you lift the pen, the doodle is done.
    • drawing
    • code
    • games

    Read more at betterhumans.pub.

  • A small store

    A Gallery by Kyeoung Me Lee
    www.leemk.com
    togimyum-summer.jpeg
    1. ​​Morioka Shoten​​
    • urbanism
    • whimsy
    • drawing
    • art

    Drawings of small convenience stores from around Korea. Via kottke.org via Colossal.

  • Forget the computer — here’s why you should write and design by hand

    An Article by Herbert Lui
    uxdesign.cc
    2021-08-27 13.47.43.png

    In the middle of the 2000s, the designers at creative consultancy Landor installed Adobe Photoshop on their computers and started using it. General manager Antonio Marazza tells author David Sax:

    “Overnight, the quality of their designs seemed to decline. After a few months of this, Landor’s Milan office gave all their designers Moleskine notebooks, and banned the use of Photoshop during the first week’s work on a project. The idea was to let their initial ideas freely blossom on paper, without the inherent bias of the software, before transferring them to the computer later for fine-tuning. It was so successful, this policy remains in place today.”

    1. ​​From the desk of: Austin Kleon​​
    • writing
    • design
    • drawing
    • tools
    • creativity
  • Back to the Drawing Board

    An Article by Nick Jones
    www.the-possible.com
    Image from www.the-possible.com on 2020-09-07 at 11.13.31 AM.jpeg

    The lost art of drawing for engineers and architects.

    1. ​​You can almost tell which software they were designed in​​
    2. ​​Conversational drawing​​
    3. ​​The effort heuristic​​
    4. ​​Tablets have caught up​​
    1. ​​Anatomical Drawings of Staircase Spaces​​
    2. ​​The Battle for the Life and Beauty of the Earth​​
    3. ​​Drawing for parallel design thinking​​
    • architecture
    • drawing
  • Section-perspective drawing

    A Fragment by Gerhard Kallmann
    architizer.com
    Image from architizer.com on 2020-09-08 at 2.55.10 PM.jpeg

    Council Chamber Study Looking South. Gerhard M. Kallmann.

    Kallmann’s distinctive section-perspective drawing technique seen here allowed the simultaneous exploration of both interior spaces and building systems.

    1. ​​Anatomical Drawings of Staircase Spaces​​
    2. ​​Boston City Hall​​
    3. ​​Drawing as a means of thinking​​
    • drawing
  • Pictures of Websites

    An Article by Matthew Ström
    matthewstrom.com
    Image from matthewstrom.com on 2021-03-15 at 10.45.36 AM.jpeg

    When I was a product designer, people would ask what I did for a living, and sometimes I’d answer “I draw pictures of websites.”

    Sure, I could just say “I design websites.” That’s true. The end result of my work is (hopefully) that a website looks better, works better, or results in better outcomes.

    But most of my day isn’t spent looking at the website, or working on the code of the website, or manipulating the website directly in some way. It’s spent in Figma or Sketch, drawing pictures of how I think the website should look and work.

    Through some kind of alchemy, the pictures I draw have an impact on the finished website. But they’re not all the same.

    • design
    • drawing
    • interfaces
  • Architectural tracings

    A Gallery by Nick Trombley
    1. ​​Newtonville Home​​
    2. ​​Symphony Hall​​
    3. ​​Boston Children's Museum​​
    4. ​​Metropolitan Storage Warehouse​​
    5. ​​Boston City Hall​​
    • drawing
    • architecture
  • A lightbulb is not an idea

    An Article by Ralph Ammer
    ralphammer.com
    Image from ralphammer.com on 2020-07-27 at 4.59.21 PM.gif

    With conventional placeholders, such as words, we can describe patterns for a large number of situations. On the other hand it is easy to fool yourself (and others) with words, since you can avoid to be specific. Any business meeting can confirm this.

    When you draw something you are forced to be specific — and honest.

    Our illustration of an “idea” from above is unconventional in the sense that it conveys specific original thoughts of what an idea is. It adds value to the words.

    And that is the catch: The drawing must be unconventional to support the conventional words. We have to make sure not to use “words in disguise”. Take a common illustration for “idea” for example, which haunts flip charts all over the world: the lightbulb.

    The lightbulb image works on a purely symbolic level, it only replaces the word “idea”. This image of a household item contains no original thought about what an idea is. While symbols like these work well as international replacements for words or icons to indicate a light switch for instance, they convey no nutritional value as illustrations — they are empty.

    • words
    • ideas
    • symbols
    • drawing
  • All the buildings in New York (that I've drawn so far)

    A Blog by James Gulliver Hancock
    allthebuildingsinnewyork.com
    Image from allthebuildingsinnewyork.com on 2020-08-12 at 9.38.32 AM.jpeg
    • drawing
    • urbanism
    • cities

See also:
  1. art
  2. architecture
  3. design
  4. urbanism
  5. microsites
  6. tools
  7. details
  8. seeing
  9. thinking
  10. understanding
  11. words
  12. ideas
  13. symbols
  14. transportation
  15. cities
  16. geometry
  17. mind
  18. interfaces
  19. writing
  20. creativity
  21. work
  22. touch
  23. whimsy
  24. code
  25. games
  1. Nick Trombley
  2. Nigel Cross
  3. Anita Clayburn Cross
  4. Jenny Keller
  5. Jonathan Kingdon
  6. Ralph Ammer
  7. Tomoyuki Tanaka
  8. James Gulliver Hancock
  9. Sibyl Moholy-Nagy
  10. Nick Jones
  11. Gerhard Kallmann
  12. Juhani Pallasmaa
  13. Yanagi Sōetsu
  14. Matthew Ström
  15. Herbert Lui
  16. Austin Kleon
  17. Kate Donnelly
  18. Henry Petroski
  19. Raymond Loewy
  20. Kyeoung Me Lee
  21. Clive Thompson
  22. Kengo Kuma