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Visual Learning for Science and Engineering
Principal Authors: Ann Marie Barry, Drew Berry, Steve Cunningham, Julianne
Newton, Marla Schweppe, Anne Spalter, Walter Whiteley, Rick Williams,
contributions from the entire group
Edited by: Judith R. Brown
The computer is forcing a merging of disciplines
Introduction
Visual learning is especially important in the areas of engineering and science
education, since students must, more than ever, learn to think visually and
communicate their ideas visually to both peers and the general public. A Visual
Learning Campfire (a highly interdisciplinary workshop-style event in the ACM
SIGGRAPH and Eurographics co-sponsored Symposia Program) was held in Snowbird,
Utah, June 1 – 4, 2002. This three-day workshop brought together researchers and
practitioners from engineering, science, mathematics, psychology, computer
science, art, design, photojournalism, and other areas where images play an
important role in communicating ideas and enabling education. The twenty-six
attendees represented eight countries.
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Figure 1. A drawing of the view at Snowbird by Ken O'Connell
(click for larger version) |
A major goal of the campfire was to develop a white paper on the status of
learning and the needs for the future in visual learning in science and
engineering, including plans for future college curricula or program
development. Since all participants submitted position papers, we started with
four groupings, based on the position papers and interests of the attendees:
- story telling and visual images
- thinking and images (became visual cognition and neuroscience)
- design vocabulary (became design process in science and engineering)
- visual learning as a field (became technical visual thinking and
communication)
Executive Summary – Visual Learning for Science and Engineering
Visual learning is the use of images and animations to enable and enhance
learning at all levels.
Visual learning methods are:
- opening up new ways of problem solving
- providing new ways to think about science and engineering
- enhancing the education and practice of science and engineering
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Visual learning is especially important in engineering and science because
students, more than ever, must learn to think visually and communicate their
ideas visually to both peers and the general public. This multi-disciplinary
workshop brought together researchers and practitioners from engineering,
science, mathematics, psychology, computer science, art, design,
photojournalism, and other areas where images play an important role in
communicating ideas and enabling education.
Our conclusions are that:
- Visual thinking, with particular connections to collaborative learning
methodologies and distance learning or virtual learning environments, is crucial to the future of
learning.
- We need to find ways to articulate and interpret the nuances of visual worlds.
- We need to collaborate across disciplines to articulate this methodology.
- We can blend old and new ways of knowing to build new "languages," or symbol
systems, of visual communication. A visual language can communicate most effectively in some
situations, just as verbal, mathematical, or musical "languages" communicate effectively in
other situations.
- All science and engineering students should have some exposure to creating
visualizations.
- Any science program should begin with a firm grounding in visual theory and
practice from an intuitive perspective.
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We strive to clarify science and engineering concepts, drawing on the successful
approaches to problem solving, ways of thinking, and communication skills that
have been developed in different disciplines. By integrating three-dimensional
visual thinking into existing critical thinking studies across disciplines at
all levels, we can create more effective learning environments and accentuate
the visual expression and thinking of scientists. By providing course work on
creating visualizations within existing science and engineering programs,
students will be exposed to the basics of art and design and to a wide variety
of visualizations.
Design can contribute to science and engineering education. In order to adapt
good design principles and experience to science and engineering, students must
learn skills outside their areas of specialty, thus gaining flexibility of
perception and thinking and developing visual intuition. By gaining the ability
to address problems through different thinking and problem solving skills,
students can gain a new understanding of science concepts.
Also, advances in neuroscience within the last decade include better
understanding of how the brain processes visual information and events.
Knowledge in this area has grown exponentially due to the development of
technologies that allow us to observe the brain in action, such as functional
MRI. Cognitive neuroscience, particularly in those areas involving the
intersection of emotion and higher mental processes, is therefore one of the
most significant growth areas of knowledge in visual perception, thinking, and
communication. Many assumptions are being shattered, and many surprising
insights are being revealed.
One important curricular technique in the process of visual education is to
permit students to engage in wide explorations. Stories illustrating core
concepts provide a means for students to identify with the topic at hand, and
interactive technologies, such as multimedia, virtual reality, and augmented
reality, provide new ways of exploring.
Implications in terms of classroom pedagogy include the following:
- Lecture is the least effective way of reaching the whole learning being. To
tap into the emotional learning systems, we must engage as many of the senses as
possible.
- We must use visuals that suggest and reveal patterns, allowing students to
explore, engage in, and complete the meaning of a scientific concept.
- For effective learning, the right brain, and preconscious visual systems, must
be integrated with left brain attention through perceptual alerts such as
change, color, aesthetics, and story.
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Figure 2. Right brain/left brain learning model, courtesy of Walter Whiteley
(click for larger version) |
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Overall Conclusion and Goal
There is a field of computer graphics-based visual learning, and our specific
goal is to set good guidelines for visual learning in science and engineering.
Towards this end, we have looked at the components in a one or two semester
course, as well as a studio design course for scientists and an
interdisciplinary course that begins the task of developing both rational and
intuitive intelligences.
This field includes the following:
- visual cognition and neuroscience
- semiotic background, including applications of linguistic theory to the visual
world
- social implications, as shown by the dominance of visuals in today's society
- visual communication, such as graphic design and fine arts, that provide
underpinnings for visual education
- curriculum issues
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Visual cognition and neuroscience
The future of education for visual learning depends on our awareness and
utilization of the brain processing that underlies all visual functioning.
The model for brain processing is illustrated by the right brain/left brain
learning model shown in the Executive Summary, provided by Walter Whiteley. This
is primarily a visual metaphor for critical alternations in modes and levels of
thinking which comes from his reflections on learning in geometry and builds on
other hierarchical models. The selection of modes of work, visual vs. verbal, or
integrated combinations of the two, is described as "meta cognition." This skill
at picking your mode and knowing when to switch modes, is identified as a
central skill of good problem solvers in mathematics.
We need to develop creators and users of the tools of visual thinking by
teaching students to understand and effectively recognize, select, and use the
appropriate cognitive modalities for the appropriate tasks. By using visual
aspects of various intelligences and learning styles, we can develop exercises
that promote the recognition, understanding, effective selection, retention, and
use of appropriate cognitive modalities in one or more dimensions, in motion,
and in interactive formats. Thus, we will support associative, imaginative,
creative, and abstract thinking skills.
There are a number of basic misconceptions about visual perception and
communication, as shown below. In contrast, we also provide basic principles
that guide design, selection, and use of visuals from a neuroscientific
viewpoint.
Basic misconceptions about visual perception and communication
- We see what is there.
- You see what I see.
- Mind and consciousness are the same.
- Reason is the primary cognitive experience.
- The tools for analyzing and understanding linguistic and logical processes are
adequate for analyzing and understanding visual processes.
- If you are not conscious of using visual perception, you are not using it.
- I cannot be held responsible for unintended consequences of my use of visual
media.
- Visual media has no effect on me. I can control the effect of visual media.
- Three-dimensional understanding is built from two-dimensional understanding.
- Visuals are trivial – you either get them or you don’t.
- Visuals are hard – if you don’t get them, there is nothing you can do.
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Basic principles that guide design, selection, and use of visuals
from a neuroscientific viewpoint
- We cannot design visual communication nor understand the meaning of visual
communication fully unless we understand some of the basic neuroscientific
underpinnings of visual cognition.
- Visual learning is facilitated by mechanisms that best fit innate brain
mechanisms.
- Most visual learning occurs outside of our conscious awareness.
- Consciousness is informed after the fact.
- Visual processes form implicit (unconscious) memory that guides behavior.
- The emotional system makes no distinction between actual, mediated (generated
through media such as print, radio, or TV), or imagined experience.
- The most important visuals in science are the images in our minds.
- We can change what we see through experience, reflection, imitation, and
finding what works.
- Many visuals in science are layered on top of kinesthetic processes, and
kinesthetic processes share many cognitive characteristics of visual processes.
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Figure 3. The cognitive group at work, with the courses group in the background
Cognitive Group (left to right) Walter Whiteley, Rick Williams, Ann Marie Barry,
Anna Ursyn |
Visual cognition and neurobiology
Within the last decade, the understanding of how the brain processes visual
information and events has grown exponentially due to the development of
technologies that allow us to observe the brain in action, such as functional
MRI. Cognitive neuroscience, particularly in those areas involving the
intersection of emotion and higher mental processes, is therefore one of the
most significant growth areas of knowledge in visual perception, thinking, and
communication. Many assumptions are being shattered and many surprising insights
are being revealed, as shown in the sets of basic misconceptions and the guiding
principles above.
The process of visual perception involves several basic parts, including the
sensing of information, the use of past experience, and the processing of
information along dual pathways. An understanding of this process is essential
to realizing the power of visual images to move us emotionally and behaviorally,
and to influence our conscious thought.
First, raw information is gathered from the external world in the form of light
falling on and reflecting from surfaces. Both cognitive and emotional systems
work in parallel, and both store separate memories of the experience. Next,
templates of past experience are compared by executive functions in working
memory to what is experienced now. These templates, built and stabilized by
neural circuits firing again and again, act as maps for understanding new
stimuli and events. In the process, emotional feelings, generated by different
subsymbolic systems and involving many brain functions, provide the vast amount
of material. Feelings, unconsciously developed and processed, prepare us to
cognitively understand what we see.
The idea that visual communication operates cognitively, without the need for
reason and before the rational mind is activated is now well documented in the
literature of visual cognition, neurobiology, and communication theory.
Cognitive neuroscientists and other researchers in many disciplines are
providing quantitative data that supports the more intuitive sense about the
complexity and significance of visual communication that has been expressed by
many artists and scholars. For instance, in 1986, Joseph LeDoux explained the
pre-rational nature of visual cognitive processes from a neurobiological
perspective. He said “The sensory signals from the eye travel first to the
thalamus and then, in a kind of short circuit, to the amygdala before a second
signal is sent to the neocortex,” the structure of the brain where rational
thought is processed. [LeDoux, 1986, pp. 237-248, 1996]. Antonio Damasio and
others have furthered this concept with empirical evidence that suggests that
the pre-frontal lobes of the brain are the repository of the unconscious memory
that generates “…nonconscious biases (that) guide behavior before conscious
knowledge does” and that rational behavior may be dependent upon access to
unconscious biases [Bechara & Damasio, 1997, pp. 1293-1295, Damasio, 1999].
The integration of the work of these and other cognitive neuroscientists defines
a relationship between the amygdala and pre-frontal lobes suggesting that they
work together to mediate and guide pre-conscious behavioral motivations. The
amygdala provides the more spontaneous, rudimentary response, and the
pre-frontal lobes provide the more sophisticated, synthesistic response, both in
pre-conscious formats before the rational, neocortex receives the impulse.
Simply put, visual cognition operates on pre-conscious levels to process visual
information into knowledge that motivates behavior before the conscious
processes of the neocortex receive the information.
This pre-rational, predominately pre-conscious cognitive ability is called
“intuitive intelligence” because intuitive means to attain to knowledge without
the use of reason. It is believed that visual intelligence is the primary
intuitive intelligence. This does not suggest that visual intelligence is not
learned or that visual information cannot be used rationally, but that the
initial, primary visual cognitive response is pre-conscious. The subsequent
integration of this intuitive, visual cognition with conscious cognitive
processes generates expressions of whole-mind cognition that has the potential
to foster greater creativity, more powerful cognitive and problem solving
abilities, and balance between quality and quantity.
Any science program should begin with a firm grounding in visual theory and
practice from an intuitive perspective. Traditional rational approaches to
science must be infused with new work in intuitive intelligence and visual
learning in order to fully open the window to creativity and visual
intelligence. More details on the curriculum that supports this are given in the
"curriculum" section below.
There are other, more conscious layers of ‘visual thinking’ as a mode of
thought. Aspects include associational logic, the use of transformations to
modify one image to another so we can ‘see' other associations, decomposition
(visual analysis), and pulling pieces together into a new whole (synthesis).
These visual skills can be learned and improved if we put in the time for
conscious practice and guided experience.
We noted the principle that we can change what we see through experience. The
book, "Drawing on the Right Side of the Brain," by Betty Edwards, makes the
point that changing what we see is a central task of learning to draw. However,
this possibility applies much more widely, and the ability to see in different
ways is a major goal of ‘visual literacy’ and ‘visual education.’ Experts in
science 'see' differently than novices. So, we need to create techniques to make
these internal processes visible to the novice, and to find ways for students to
practice these conscious and unconscious processes.
Story telling also addresses neuro-perceptual issues, contributions from art and
design, and social concerns of diversity and communication.
Neuroscientist Gazzaniga (who refers to the location of the core story telling
function of the brain as the "interpreter") and Ramachandran (who refers to this
location as the "general") posit the existence of a module in the brain that is
as old as humanity itself. The purpose of this module, built into the left
hemisphere, is to give a unified sense of self to the being. It works by telling
stories. The module weaves a story of the self, and it is the most basic
function of the cortical part of the brain. It is the most basic way we
communicate with one another.
Semiotic background
A basic introduction to semiotic theory and analysis would enable students to
ask important questions about visual representations.
Semiotics is a philosophical/analytical theory of meaning and takes two forms:
as a field of study in itself, and as a set of methodological approaches for
analysis of signifying systems. It has been used within many disciplines.
Fundamental to semiotics is the notion of the ’sign’ - being composed of the
signifier (the representation of something) and the signified (the thing being
represented), classically instantiated by language, where, for instance, the
sign "red" is composed of the signifier -the word "red"- and the signified - the
concept/percept "red." In story telling, we must consider cultural and cognitive
differences in determining the signs and signifiers that encode the story.
One of the major criticisms leveled at semiotics is the primacy of written and
spoken language as its principal model. Indeed, one of the principal challenges
that confronts semiotics today is how to develop a convincing methodology and
theoretical apparatus that can account for non-linguistic forms of
meaning-making.
Like any form of knowledge, visual form becomes easier and more precise the more
you do it: this is why it takes years for artists to develop drawing skills, for
film-makers to develop unique filmic "languages," and for designers to refine
designs. These principals of visual learning need to be applied in the area of
scientific education. There is an assumption that pictures of things somehow
give us "direct access" to them: that photographs are "realistic," that
conventional narratives in films are like "real life," that certain types of
diagrams and charts reflect more directly that which they propose to depict. It
is important to understand the relative nature of representations and to
understand that visual representations are artifacts embedded within a culture
and within certain types of community within that culture.
In the development of a curriculum for teaching visual thinking to students of
science and engineering, there could be no doubt as to the value to a basic
introduction to semiotic theory and analysis. It would enable students to ask
some important questions about visual representations, not only within the
disciplinary area that they specialize in, but more broadly across disciplines
and about the culture within which they live.
Part of the process of understanding is to find out how one knows things and how
one can know things, and in pursuit of this, it is expeditious to be able to ask
the right sorts of questions. In order to formulate these questions effectively,
it is often useful to be able to step back from your object of enquiry and ask:
"Exactly what am I looking at?" "How is it structured?" "How is it represented
to me?" "How am I going to represent this?" and so on. Semiotic approaches can
aid in this self-reflexivity in the process of interrogation, by causing us to
ask questions of ourselves, not only as viewers, users, and consumers of images,
but also as creators of them. In doing so, the very complex processes of
visualization can be revealed to a viewer, and what so often seems simple can
usefully be perceived as a complex structure, susceptible to analysis, and,
crucially, susceptible to dialogue using mutually agreed-upon terminologies and
methodological approaches. In this manner, semiotics can provide meaningful
structural rigor to the understanding of images and their potentials of meaning.
Social and cultural implications
The ubiquity of visual materials may change the way we perceive and understand
the world.
There are a number of questions we might ask about the social and cultural
effects of the abundance of visuals in our lives. The ubiquity of visual
materials may change the way we perceive and understand the world, including the
fields of science and engineering.
As we learn to use visual learning effectively in science through all levels of
education, we begin to include significant groups that were previously excluded
from the practice of science. These visual learners have the characteristics
(including characteristics associated with dyslexia and autism) of some of the
most creative scientists of the past [West, Grandin]. The students who will
engage in science and engineering through the big ideas and the larger context
are also included through effective use of 'story telling' and visual forms in
response to their questions [Tobias]. Taking advantage of the visual expression
and thinking of scientists increases the development of science and engineering,
as well as the effective communication within science. It also informs students
about the character of practicing science, which is often highly visual.
Those who teach visual communication must go beyond the standard academic world.
They must reach out to both working scientists and people in the schools. They
can teach short courses on visual communication to working scientists and take
feedback from those scientists to improve the teaching or the content of these
courses; this feedback will inform the field and lead to better content and
presentation of these ideas at all levels. At the same time, they must work with
people in the schools to affect the curriculum at the grade school and high
school levels, giving students an idea of the power of visual communication and
visual problem solving for understanding science.
Techniques for better learning
Implications of neuroscientific finds in terms of classroom pedagogy include the
following:
- Lecture is the least effective way of reaching the whole learning being. To
tap into the emotional learning systems, we must engage as many of the senses as
possible.
- We must use visuals that suggest and reveal patterns, allowing students to
explore, engage in, and complete the meaning of a scientific concept.
- For effective learning, the right brain, and preconscious visual systems, must
be integrated with left brain attention through perceptual alerts such as
change, color, aesthetics, and story.
In accordance with the above implications, the following techniques should be
used to enhance learning in science and engineering:
- engaging the attention through mild cognitive dissonance or ambiguity
- simplifying and abstracting to essential components
- eliminating distractions
- presenting materials in appropriate sequence beginning with the “big picture”
context
- utilizing those aspects grasped immediately by the emotional system to further
cognitive goals, such as color, shapes, angles, and 2-D or 3-D presentation
- remembering the perceptual tendency toward illusion, such as over-estimating
height, assuming cause and effect, or assuming integral relationship
- approaching content experientially allowing for individual discovery and
exploration
- using physical materials and 3-D objects for experience and experimentation
- taking the time to explore the multiple visual representations and
interpretations that occur within a single classroom
- pausing to ‘unpack’ and repack compressed images that are not ‘obvious and
transparent’, so students can learn the layering and conventions
- taking advantage of natural creativity in perceptual process by encouraging
analogical thinking
- playing with symmetries and other transformations of an object
- beginning with the most basic and universal symbols and shapes and metaphors
from direct experience and progressing through cultural to the idiosyncratic
- using illustrations that are abstracted representations of complex materials
- using examples from the history of science that are important sources of
visualization in science
- encouraging illustrated note taking, as well as taking notes focusing on the
gist, and then filling in the specifics
Visual communication
Story telling enhances science education by drawing on our most ancient means of
communicating, and we can adapt lessons from design practice to create design
vocabularies for science areas.
We looked at the need for better ways to teach science and engineering to
increasingly diverse groups and the use of visual learning to enhance the
teaching of science and engineering. Story telling can be an effective method,
and we need to determine the new paradigms for story telling using images, as
well as how story telling can improve visual learning in science and
engineering.
Story telling enhances science education by drawing on our most ancient means of
communicating, in terms of both human cognitive processing and narrative
structures, and in finding pathways through known and unknown territories of
knowledge. Telling stories with images creates highly effective paths for
learning, and we are now developing new ways to tell stories interactively, via
virtual reality techniques, creating new pathways that invite more diverse
groups to participate. Thus, incorporating story telling imagery into curricula
facilitates creative, visual, and holistic thinking among a great variety of
learners
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Figure 4. Storyboard that illustrates types of story telling, by Ken O'Connell
(click for larger version) |
Curricular innovations use the traditional guidelines for telling stories to
develop new immersive story telling.
Story telling has been ubiquitous through time, and although the tradition of
story comes from oral culture, new techniques involve more pictures than text.
This in turn invites more diverse groups to tell the stories, making for better
stories and stimulating creative thinking in all disciplines, including science
and engineering. One important curricular technique in the process of visual
education is to permit students to engage in wide explorations. As students
explore via immersive story development, they extend their understanding of
concepts. A story, where "story" is defined as a method for anything we want to
communicate or teach, can be very powerful.
Power of the story
- engages the viewer
- facilitates common experiences
- focuses on the subject
- enables learner to identify with new ideas
- brings clarity
- broadens ways of knowing and creating
- encourages conscious awareness
- becomes a dynamic, organic "game" for learning
- can be both a means and an end
- provides a logical, organized structure
- enriches the learning environment by inviting diverse voices
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Figure 5. Story telling group
Back row, left to right, Clare O'Leary, Julianne Newton, Berndt Lundz, Michael
Hall, Ken O'Connell; front row, Clare Raby, Matylda Czarnecka |
There are five key elements of a good story: audience, content, motivation,
timing, and semiotics. The importance of the audience is that telling a story
with no one around is not story telling. You have to be sensitive to the
audience because the goal of a story is to give them new knowledge. We can use a
story to help move people from one understanding to another understanding
without awareness.
Content is crucial because stories must be about something. If it's a scientific
concept, the scientist needs to learn how to build a context, how to segue into
the topic, how to develop the best sequence to explain or explore the topic, and
finally how to bring it together, make the concept exciting, and relate it to
the larger context of scientific ideas.
Motivation is achieved when the story teller tells the story so that the
audience feels "it's about us." Identifying with story components is the
greatest motivation for attending to the story. The great advantage of
interactive stories is that, as the actor, you become part of the story, and you
help tell the story. Stories can engage many otherwise unmotivated learners.
It is important to have the right timing and tell the story with attention to
progression (beginning, middle, and end). The right pacing holds the audience
attention. People have different strengths in dealing with the three parts of
the story: beginning, middle, and end. Some are very good with the beginning or
setting the context or stage for the story. Others are very good at content
development. Still others are very good at bringing together the summation or
finish of the idea. Because it is rare that anyone is good at all three parts,
small groups or teams working together strengthen a project.
A story teller must consider cultural and cognitive differences in determining
the semiotics (signs and signifiers) that encode the story, no matter what the
content. Immersive worlds have a unique opportunity to offer multi-vocalities,
not only in the text of the story but in the symbols of class and culture – in
the signifiers of the users. For example, the "women's gaze" is particularly
pertinent if we are trying to attract girls and women into science and
engineering. (A "women's gaze" refers to a woman's point of view, including the
issues of power, subordination through visual media, objectification of the
body, and other characteristics that are usually ascribed to the feminine, with
a focus on relationship rather than domination.) In this case, it is important
to identify ways to connect with young women's understanding of the context in
their lives of learning science and engineering subjects.
Immersive story telling
Interactive technologies, including multimedia, virtual reality, and augmented
reality, can provide new ways of story telling. The audience can not only
consume the story, but can become an active part of the story. Immersive stories
can be highly non-linear, which means that the story can evolve depending on the
actions of the participants. For a teaching environment this has the additional
value that:
- The story can change depending on the knowledge of the learner, focusing on
new topics instead of already-known things.
- Learners have several ways to get to the same goal, giving learners with
variable skills more possibilities for solving the task.
- Groups can be involved in the story in order to foster teambuilding
Design process for visual learning
Traditional design can contribute to science and engineering education. As part
of the design process, students learn to express solutions to problems by
creating models of the solution and developing communications that grow from the
audience and the message being communicated. We can adapt lessons from design
practice to create design vocabularies for science areas.
Successful design depends on a deep understanding of the message and the
audience for the message, and the design decisions flow from these
understandings. There are ways in which design for science and engineering will
differ from some of the more traditional design areas, however, so there are
challenges in understanding the needs of science and engineering and in adapting
good design principles and experience to these fields.
The following two diagrams represent common approaches to design problems:
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(click for larger version) |
Both of these diagrams represent the interplay of different parts of the design
process. In the left-hand diagram, a problem is approached by creating a model,
developing an image, and evaluating the extent to which the image solves the
problem. If it does not do so fully, then the evaluation attempts to find the
point at which the solution breaks down, and we return to that point for further
work. In the right-hand diagram, an idea, tools, and mental processes are
brought to bear on a product, and they interact with each other to develop the
product satisfactorily. Advancing the skill levels of all three vertex topics
leads to mastery of the design process. In both cases, there is not one single
path to a successful design. Rather, the design is a process that leads to a
successful conclusion.
Another traditional concept from information design is that of encoding and
decoding ideas, as illustrated in the diagram below. In this concept, a sender
has an idea to communicate to a receiver. In order to communicate the idea, it
is first encoded by the sender as language, image, sound, or another form, and
it is then sent to the receiver via some form of media. The receiver must then
decode the message to get the idea. A design is successful if the receiver’s
decoding can successfully re-create the original idea.
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(click for larger version) |
In this model, effective communication involves more than one set of codes that
are delivered simultaneously through different media. The media may be a mixture
of formal codes, such as language, and informal codes, such as gesture. The
multiple lines show that communication often takes place on several levels
simultaneously. For example, verbal communication involves words, vocal
inflections, body language, and gestures. In reading, the layout affects the
reader's understanding, as well as the type size, line length, and font. In all
media the code must be social; both the receiver and sender must be using the
same system to encode and decode the message or the meaning will be lost.
Three Dimensions
In science and engineering, 3-D thinking predominates, and in the child’s visual
development 3-D vision becomes primary around age two [Hoffman]. There is also
increasing evidence that 2-D and 3-D thinking are different cognitive process,
and the need to develop 3-D abilities is an important task in visual learning
for science and engineering.
The question in science and engineering is not when we need to shift to 3-D, but
when we would choose to move down to 2-D in the representation. Models of
geometry learning, such as the van Hiele model, recognize the importance of
passing through stages to learn to do proofs in plane geometry. This suggests
that we need to pay attention to ensuring a solid 3-D base of experience for
appropriate development of 3-D reasoning. This would include not just flat
representations but work with physical models, and 3-D kinesthetic activities.
If students arrive at a university classroom without that foundation, then it
must be built up at that time, and not assumed.
Learning 2-D representations of 3-D objects requires extra layers of convention
and coding, thus requiring extensive experience and learning. This also
increases the chances of misunderstanding between teacher and learner, and makes
some tasks of synthesis more difficult. There is a risk that experts, or
learners, may confuse the representation with the actual structure. In the
history of science, there is a 19th century example of expert chemists confusing
2-D representation of carbon with the physical structure of carbon – and
resisting the switch to 3-D structure.
Also, in the history of science, and in anecdotal reports from classrooms, the
most effective way of working with dimensions involves a high capacity to shift
dimensions and reason among dimensions. [See Gooding’s writings on Faraday.]
This powerful learned ability should be one goal of visual work within
dimensions. Our base experience of visuals in 3-D is wrapped up in our larger
experiences with objects, motion, and planning. We can learn significant design
principles for visualization in 3-space from the design principles for 3-D
objects, such as the work of [Norman].
The effect of stress
The most effective visual learning occurs in an experiential context, utilizes
the workings of the emotional system to prepare for proper conscious cognition,
and allows for play as the most effective preparation for and method of
learning. Mild stress enhances conscious learning, but too much stress,
especially for too long a time, prevents it. Stress speaks primarily to the
emotional learning system, and there it works primarily in a negative way.
Extreme stress, caused by too much different information, unrelated information,
or information too rapidly introduced or presented within too short a space of
time, adds to a negative emotional reaction and clicks in a fear response. This
memory is engraved below the level of awareness and becomes conscious as an
attitude toward or feeling about the situation or topic. This emotional memory
is engraved by stress and is responsible for aversion attitudes toward the
subject matter and, in the extreme, phobias.
On the other hand, having time to reflect, to integrate, and to sleep on new
information stabilizes material in memory. Also, testing in the same mode and in
the same learning circumstances aids recall through cueing.
Visual vocabularies
The first step in creating effective design in any field is to understand the
audience and the message for the design. We believe there are indeed significant
challenges in creating effective visual communication design in the sciences and
engineering. However, we believe that there are instances of either general
design principles or design experience in other fields that can be adapted to
science and engineering. In doing this adaptation, there will be many
alternatives that can be considered, so we would expect that there could be many
alternate ways to create any particular design or set of designs. We must help
students understand the number of options available in design and gain skill in
the evaluation of different approaches, as we discussed above.
An example of this may be found in thinking of the meaning of color for the
sciences. There are many ways to use color effectively: as an identifier (the
red line and green line can be seen as different so they may be compared), as an
indicator of relative value (synthetic color from a color ramp can be applied to
elements such as surfaces to indicate the relative values of a parameter), as an
indicator of exact value (again, colors from a color ramp can be used, although
the user can usually only get an approximate value), or as a part of a synthetic
scene where color is intended to show the actual color in the real analog of the
scene. There are issues in having color as an identifier because there are
(possibly unintended) secondary meanings of individual colors or of color
combinations. There are also issues in having color as an indicator of relative
or exact value because of differences in the ways color ramps are perceived by
the audience. For example, color ramps that go from red to blue are often
perceived as having meanings of heat, but may simply be used because of
contrast, and rainbow color ramps can cause confusions in meaning. There are
also different cultural meanings of color. So there are important considerations
in how we use color for effective communication and in how color is associated
in different ways with different vocabularies in various disciplines. Color is
also used to attract or shift attention, a critical visual thinking skill.
Programs like dynamic geometry problems use color and changes in color to guide
students into more expert patterns of attention.
Design is important in the sciences and engineering because it provides the
viewer with guidance in selecting information from the often complex set of
materials in a problem. Good design helps the viewer find the clues that show
specific things or things with a particular relationship in that complex
environment.
Two design areas are less well covered by traditional design education:
interface design and interaction design. Interface design is being rapidly
developed by game designers. There is very good reason to look at these design
decisions for games because game developers must create self-teaching interfaces
that enable users to learn how to control game components quickly and fluently.
Some of this new work is becoming available to the rest of us as the games
community shares its work through traditional presentation and publication
channels. Interaction design is probably best done by treating the interaction
as if it were with a physical object and modeling the interactions we would have
with that object. Design disciplines such as industrial and consumer product
design have many things to teach us in this area.
Curriculum
Science and engineering students must be exposed to visual concepts of art and
design.
Each of the groups produced some recommendations for visual learning curricula
in science and engineering. One group defined a studio design course for science
and engineering, a second group created a template for content within existing
science and engineering programs, and a third group disussed a visual literacy
course. The story telling group proposed a book on story telling for computer
graphics that is detailed in Appendix B.
Studio design course
One approach to the issue of visual learning in the sciences and engineering is
to create a course based on the methods of a studio design course in art and
design, but focused on teaching visual communication and problem solving in the
sciences. The studio design course is chosen as a model because students need to
encounter visual communication and design concepts and examples whenever they
meet communication issues. They need to see examples of both successful and
unsuccessful design, along with a comparative analysis that says why one works
and the other does not, and for the viable design(s) they need to understand why
they work and what underlying principles make them succeed.
This studio model for teaching the design concepts underlying visual
communication and visual thinking requires a great deal of collaboration between
students. Its studio processes, such as team projects and critiques, help build
both teamwork and the students’ abilities to evaluate design work. It should
include a multifaceted approach to design, demand a variety of skills, and
engage varied learning styles. It should be highly multidisciplinary so the
students can get the variety of viewpoints needed to understand the design
principles. It is important for students to understand the tools for visual
design, to develop the skills necessary to effectively use the tools, and to
make informed choices about the media and the tools appropriate to any visual
communication task. For students in science and engineering, the course should
focus on giving a holistic experience of nonlinear thinking rather than on a
linear design process, and it should be accompanied by a survey of related
principles from the literature.
 |
|
Figure 6. Drew Berry presents work from the studio design group |
A key concept in this education is that students should learn outside their
areas of specialty to expand both their skills and their learning styles. For
example, some football players learn ballet so they can expand their range of
physical skills. Students in all areas, but especially in the sciences and
engineering, should expand their visual vocabulary by experiencing different
kinds of design and communication, and particularly by experiencing alternative
visualization skills. This will lead to flexibility of perception and thinking
and to visual intuition development. Revealing the hidden visual traditions of
science, as well as thinking outside traditional science patterns, can have
another benefit. These may give students the ability to address problems where
the main issue is the understanding of a science concept.
As an example of the value of learning to think outside normal channels, in an
experiment one group of Harvard medical students studied art history in an
intensive way that included a great deal of visual analysis and learning visual
cues, while a control group had no such course. Members of the experimental
group were much better at listening and observing patient symptoms from visual
and verbal clues. There are a number of teaching tools that are, or can be,
developed to assist in teaching design issues, such as interactive textbooks,
Web-based courseware, and computer-based laboratories and exercises.
Members of the studio design group were Drew Berry, Steve Cunningham, Sybille
Hambach, Frank Hanisch, Mary Stieglitz and Steve Wroble.
Curriculum within a science and engineering program
Another group discussed visual learning in science and engineering from three
angles:
- A program in an art and design school, similar to medical illustration but in
support of science and engineering instead of medicine, where students learn to
produce visualizations for science and engineering.
- A program in a computer science or information technology department where
students learn to work in developing visualization materials for science and
engineering.
- A program within science and engineering departments where science and
engineering students learn about visualization and learn some of the basic
skills for producing visualizations.
The first two cases were discussed only briefly. However, it was felt that this
type of student would need expertise in the production techniques as well as
experience in the areas of science or engineering at a rudimentary level.
In the art and design master's program, students would have a background in one
of the content areas or would have a background in visual arts. Depending on the
particular background, some courses in a degree program or bridge courses would
be required to fill in the areas where the student did not have strong exposure.
These would be either art and design courses or courses in science and
engineering. Additional curriculum would include techniques used in creating
visualizations in science and engineering, study of information design,
techniques for working with a content provider, methods for testing the
effectiveness of a visualization, and some courses in programming.
A master's degree in computer science or information technology would be
similar, but would focus on providing programming support to visualization
efforts. It's possible that a single degree would be more interesting, a degree
that would be interdisciplinary and include courses in the art/design and
programming areas. However, it's likely that students will be stronger in one
area or the other.
 |
|
Figure 7. The courses group at work |
Courses group members, clockwise from left foreground: Peter Morse, Pavel
Slavik, José Teixeira, John McDonald, Andy van Dam, Marla Schweppe. Not shown,
Anne Spalter.
The curriculum within science and engineering programs is of particular
interest. This option is to provide course work within existing science and
engineering programs. This group felt that all science and engineering students
should have some exposure to creating visualization and assumed that they will
have some experience with visualizations in their other courses, as those
visualizations would be used in presenting other content.
While, with this limited exposure, their skill level in this area might not be
strong enough for them to excel at creating visualizations, they would at least
have the appropriate vocabulary and some ability to converse effectively with
support staff (educated in the other two programs perhaps) who would be creating
the visualizations. Or they might decide to pursue further study in a program
similar to the two described above.
In discussing what the content of a course of this type might be, it was felt
that science and engineering students should be exposed to the basics of art and
design including:
- elements
- principles
- basic drawing techniques
- hands-on exercises
- the critique process
See Appendix A for a full description of the context and suggested content of a
course in technical visual thinking and communication.
Students should also be exposed to a wide variety of visualizations drawn from
science and engineering. The course is designed as modules, rather than
specifically as a quarter or semester long course, so that it can be adapted to
various situations. (See Appendix A) Certain threads go through all the modules
and represent ideas that will develop over duration of the course or courses.
These threads are:
- Establish basis of traditional 2-D, 3-D, and motion-based art (including
story telling) and design concepts and processes.
- Provide examples and motivation from science and technology from a wide
diversity of applications.
- Stress the power of images and visual thinking, as well as when not to use
them.
- Bring in relevant materials from perception and cognition literature.
- Bring in relevant materials from semiotics.
- Emphasize the role of planning and due diligence-type research.
- Conduct critiques.
- Establish metrics of success.
A visual literacy course
Asignificant challenge that education and culture face today is the challenge to
redesign curriculum so that we develop individuals who understand and value the
integrated use all of our cognitive abilities toward greater creativity in
problem solving and in the development of culture. Toward this end, Rick
Williams from the cognitive group has developed and taught a course that he
believes begins the task of developing both rational and intuitive intelligences
as equal and complementary components of whole mind cognition. Because all
cognitive modalities have significant visual components, visual communication
provides an ideal medium through which to teach theories of cognitive balance
and is central to both the theory and creative exercises in this course design.
This interdisciplinary course integrates theory in art, neurobiology,
psychology, education, visual communication, media and society and other
disciplines with creative exercises that are designed to apply the theories in
an Omniphasic model of balanced cognition. He has taught this course to more
than 5,000 students in two major universities over seven years. The results, as
indicated by student’s work and self evaluations suggests that learning to
overcome our culture’s rational bias in favor of whole mind cognitive function
can increase creativity and problem solving abilities in a wide range of
activities and disciplines including art, communication, science and technology.
Because all facets of education and culture benefit from enhanced creativity and
problem solving abilities, this model should be equally applicable to curriculum
in multiple disciplines and cultural and work environments.
Appendix C gives a course syllabus, a description of the creative exercises, and
examples of student's work from two of the creative exercises. The student’s
work is used with permission. The syllabus is based on a 10 week quarter system
course.
 |
|
Figure 8. Attendees at the Visual Learning Campfire
Left to right, back row: Andy van Dam, Peter Morse, Sybille Hambach, Drew Berry,
Steve Wroble, Ken O'Connell, Walter Whiteley, Pavel Slavik, John McDonald, Steve
Cunningham, Mary Stieglitz. Second row: Anne Spalter, José Teixeira, Clare Raby,
Anna Ursyn, Michael Hall, Ann Marie Barry, Bernd Lundz, Clare O'Leary, Rick
Williams, Frank Hanisch, Julianne Newton. Front row: Mike McGrath, Judy Brown,
Matylda Czarnecka, Alan Chalmers, Barb Helfer, Marla Schweppe. Lida Cochran is
not included in the photo, but attended via videotape. |
Follow up
It is intended that the discussion from this workshop will continue, and
attendees will hold special interest group sessions at other events. The first
such gathering was arranged as an Educators Forum at the SIGGRAPH 2002
conference in San Antonio on July 24, 2002. Approximately forty people attended.
A general introduction and overview of the executive summary was given by Mike
McGrath and Judy Brown, followed by a discussion of the module-based course by
Marla Schweppe and Anne Spalter, a discussion of the studio design course by
Mary Stieglitz and Steve Cunningham, and a summary from the neuroscience group
by Anna Ursyn.
It was not known if there are currently successful collaborations between art
and science, although there are some successful collaborations between computer
science and art (Electronic Visualization Lab at the University of Illinois at
Chicago, Ohio State) and between engineering and art (Purdue University,
Virginia Commonwealth University). It was pointed out that engineers do not lack
visual skills, but it's a different aesthetic from that of the artist. It was
suggested that interactivity and human-computer interaction issues are also
important as part of effective communication. Since everyone must process visual
information, it is important for everyone to learn how.
Appendix A: Technical Visual Thinking and Communication Course
This is an outline for a lecture and laboratory or studio-style course that will
be taught in modules; it is an analog to a technical writing course for science
and engineering. The course includes sections on motivation, basic vocabulary,
visual language, practical knowledge, and labs and critiques.
MOTIVATIONAL / Overview / Introduction
- Visualization can let people ‘see” an idea sometimes more immediately and
completely than symbolic math or text. There is power in images and
visualization. A moving image can be worth a thousand still ones, and an
interactive moving picture or immersive VR can be worth much more.
- Some visual history and culture, including Lascaux, Egypt, linear perspective,
and weather maps. We can learn about formal composition from Russian
constructivist work.
- Providing multiple ways or languages for communicating, such as icons with
roll-overs of text.
BASIC VOCABULARY - Cognitive Psychology Vocabulary: What is an image and what are the neuro-perceptual and cognitive processes that underlie our ability to see and
understand images? What are the lab counterparts that make this interesting for
the students?
- Graphic Design Vocabulary: A basic visual vocabulary for 2D design, including,
composition, line, form, color, tonality, texture, negative space, gesture,
movement, and balance.
- 3D Design Vocabulary: This includes 2D vocabulary as well as such things as
arranging items and lighting (e.g., 3-point lighting).
- Motion Arts Vocabulary: Basic film and animation language and vocabulary, such
as cutting, action, composing for motion, 180-degree rule that states you can't
go around to the back of a scene because it will look like it’s been reversed,
and dissolves. Narrative devices, such as introduction, inciting incident,
rising action, and climax, and animation concepts, such as key framing.
- Computer Graphics Vocabulary: Introductory concepts and words, such as raster
graphics, vector graphics, 2D coordinate axes, 3D geometry, transformations, and
dope sheets for animation.
- Semiotics/Linguistic Theory Vocabulary: Introduction to semiotic terminology
and taxonomy, such as signifier, icon, index, symbol, image as metaphor or
metonym, or paradigm.
VISUAL LANGUAGE
Theory
- Augmenting visual with audio and haptic. This is not dual coding, but having
multiple channels in parallel. Synchronization problems, sonification - even to
the extent of visualization for the blind, and disability access to materials.
- When to use what “language”: text, image, etc.
Concepts
- Model vs. image distinction, where "model" can be a mathematical model, a set
of rules, or a simulated or acquired data set. Sometimes what lies underneath
the visual is more important. The representation can only represent to the
degree of its acuity or fidelity, choice of point of view, and other factors.
- Input, processing, and output distinctions. There are many different ways to
arrive at the final result.
Techniques
- Informational visualization techniques from both 2D and 3D, including Gant
charts, Venn diagrams, and use of fields of scalars, vectors, and tensors.
- Common and differentiating visualizations in the sciences (i.e., used across
many sciences), vs. those specific to certain fields.
- Testing research. How has similar data been presented in the past?
- Use of visual statistics to accurately represent the given information, as
well as how to inaccurately represent one’s data.
- Appropriateness of the type of representation for use in sciences. Look at
both effectiveness and ethics.
- Storyboarding.
- How to measure success.
- Game engines for science teaching and learning purposes.
- The design process.
PRACTICAL - Image ethics. The need to show flaws in underlying data rather than “smooth”
data. We have a choice of what to show or not show.
- Image file formats for storage and transmission.
- File management, such as how to name files, versioning, and file space.
- Output media, to consider whether final images are on CD, DVD, film, video, or
another medium.
LABS and CRITIQUES
- Use critiques to provide continuous assessment and feedback. Practice
critiquing. Provide language and examples.
- Some drawing to learn how to see better and to make people comfortable with
the whole idea of drawing. Easy to learn drawing techniques, as opposed to life
drawing.
- Basic traditional 2D and 3D design exercises, such as arranging cutouts,
Albers-type color exercises, and perspective.
- Information design techniques, such as Gant charts, mind mapping, and Venn
diagrams.
- Photograph a real 3D scene, then create and photographic it virtually.
- Do a visualization by following someone else’s verbal instructions.
- Lighting an orange exercise. Take a sphere and use lighting, texture, and bump
maps to create a realistic orange. Fake radiosity with diffuse lighting.
- Exercises in 3D visualization, such as mental rotation exercises.
- Some traditional introduction to art and design exercises for learning
composition and color.
- Comic strip making.
- 3D modeling with different techniques, including assembling, “clay” and
Boolean techniques, as the software allows.
MODULES (in a rough chronological order)
The course should be taught in a way comfortable for technical students but
should introduce them to art vocabulary. The approach needs to be explicit.
- History and Motivation (to set context and “prove” importance of the course
content).
- Visualization can let people ‘see” an idea sometimes more immediately and
completely than symbolic math or text.
- The different fields that contribute to this area: neuro-psychology,
semiotics, 2D art and design, 3D design, film theory, communication theory,
computer graphics area of computer science. Many vocabularies must be
reconciled.
- Some visual history and culture. Lascaux, Egypt, linear perspective, weather
maps. Learn about formal composition from Russian constructivist work.
- Successes and failures of visual communication in science and engineering.
- Providing multiple ways and languages for communicating something, such as
icons with roll-overs of text.
- What you’ll be able to do after you take the course.
Basics of art and design. Defining them, talking about how you use them -
composition, flow, color, etc. Show examples that include scientific images,
such as 2D representations of 3D data to show that the same design principles
apply.
Drawing techniques. Sketching techniques. Napkin doodling. Rapid
communication with sketching and drawing, brainstorming. Focus on both 2D and
3D. Composition exercises, such as windows onto the image and expanding the
image.
Digital photography to practice composing, lighting, and framing shots (for
use in 3D later on). Explore orthographic vs. perspective views and relate these
to the view volume later on. Visual ethics and communication issues. Panorama
and QuickTime VR, stereo vision and images, neurological and cognitive
psychology, holography.
Creating and manipulating digital images. Introduction to image processing,
such as filtering, compositing, and color correction. Image file formats and
compression options.
3D modeling using 3D primitives to do some basic modeling of a single object,
stressing planning, research and visualization before getting into the 3D
software. Let students use other techniques, such as measuring an object and
inputting coordinates. Discuss issues of scale. Think about lighting, framing,
and color.
Advanced 3D, including scenes, concepts of grouping and hierarchy. Different
techniques including assembling, sweeps, “clay,” and CSG/Boolean techniques (as
the software allows). More advanced primitives, such as NURBs, subdivision
surfaces, and solid volumes.
Film and animation principles, such as cutting, action, composing for motion,
180-degree rule, and dissolves, as well as narrative devices, such as
introduction, inciting incident, rising action, and climax. Animation concepts,
such as key framing, how the brain processes motion with motion blur. Introduce
audio and sound.
Even More Advanced 3D: Advanced materials, particles, procedural, physically
based modeling
Immersion: virtual reality, augmented reality, head-mounted displays vs.
Caves, haptics, sonification, and olfactory.
3D Volumes: Voxels, volumetric modeling, and rendering; medical imaging and
reconstruction, including the visible human
Appendix B. Book Proposal: Story Telling in Computer Graphics
Rationale: To initiate discourse across the disciplines
Part I
- Introduce visual learning pioneers through personal narratives of influences
in computer graphics, for example people throughout the world who have created
shifts in paradigms, technology innovation, creative innovation.
- Explain how stories inform knowledge and enhance learning through
interdisciplinary approaches to knowing.
- Ethics of story telling: exploring the blur between fiction and nonfiction,
focusing on the social responsibility of the story teller.
- Storytelling around the world, for example how one culture communicates
versus how another communicates awareness of cultural differences.
Part II: Ways to Tell Stories
Mime–Using gesture and movement as story telling.
Telling stories with comics, for example the emergence of graphic novels.
Filmmaking with computer science students, using video narratives to
exploring with visual language.
Using the Virtual Flashlight in immersive storytelling.
Game culture, using interactive games in education, for example, teaching
interior design or history.
Great stories from Engineering and Science: For example telling a story of a
collapsing roof to learn the consequences of bad engineering.
Roots of the Self–using personal stories to increase awareness of personal
filters and creative thinking.
Human Interface with Technology: issues, problems, solutions.
Part III
Distribution and Channels of Storytelling: From word of mouth to book to
screen and disk technologies; forms of publishing, for example, book vs. screen
text.
Future Stories: Visualizing the Impossible.
Appendix C: Visual Literacy Course
Cognitive Balance Through Visual Literacy
© Rick Williams, 2002 (used with permission)
UNO UN UNO ONE UM EIN ICHI
Art and Intelligence: Understanding Intelligence as Intuitive and Rational
| Week One |
|
|
| 4/1 |
Ch. One--The Shaman, The Scientist and The Theologian
Omniphasism: Understanding Intelligence as
Rational and Intuitive |
p. 1 |
|
Creative 1— Accessing Inner Vision—Meditation |
p. 12 |
|
Creative 2—Drawings as You Draw Now |
p. 26 |
| 4/3 |
Ch. Two--Abu Rocks: Perceptual to
Conceptual |
p. 19 |
| |
Understanding Perceptual and
Conceptual Cognition
Creative 1 & 2, Meditation & First Drawings, Due
Today before class. |
|
|
Week
Two |
|
|
| 4/8 |
Learning to Draw-An
OmniphasicExperience
Creative 3—Face and Chalice—Drawing On Your Head |
p. 47 |
|
Begin Creative 3 in class. |
|
| 4/10 |
Ch. Three--Overcoming Intuitive
Illiteracy |
p. 29 |
| |
The Rational Bias and Whole Mind
Cognition
Creative 3, Faces & Drawing on Your Head, Due Today .
Creative 4 –Drawing with the Mind’s Eye/Blind Contours |
|
|
Begin Creative 4 in class. |
p. 67 |
|
Week Three |
|
|
| 4/15 |
Ch. Four--Ulysses in His Right Mind
Consciousness and Hemispheric Specialization |
p. 56 |
|
4/17 |
Ch. Five--Multiple Intelligences
and Unconscious Biases
Intelligence, Neural Pathways and Preconscious Mind
Creative 4, Drawing with Mind’s Eye, Due Today. |
p. 72 |
DUE DU DOS TWO DOIS ZWEI NI
Visual Illiteracy and Education: What We Don’t Learn
|
|
Week
Four |
|
|
| 4/22 |
Bringing It All Together-An
Omniphasic Drawing |
|
|
Creative 5—Drawing for Real Begin
in class.. |
p. 91 |
| 4/24 |
Ch. Six --The Square Peg and the
Round Hole |
p. 93 |
| |
Education and Intuitive
Intelligence
Review for Test I Weeks 1-5., Chapters 1-7, Assign. 1-6
Creative 5, Hand Drawings, Due Today before class.
Creative 6--Write down a dream & Bring to class. |
|
|
Week Five |
|
|
| 4/29 |
Ch. Seven--Insight Out |
|
|
Dreams, Vision and the
Pre-Conscious Mind. |
p. 106 |
|
Creative 6—Dream Visions Begin in
class. |
p. 113 |
| 5/1 |
Test One—Covers weeks 1-5, Chapters
1-7, Assign. 1-6 |
|
|
Week
Six |
|
|
| 5/6 |
Ch. Eight—Vision in Voice |
p. 119 |
| |
Metaphor and the Visual Mind
Words as Rational and Intuitive
Creative6, Dream Visions, Due Today before class. |
|
| 5/8 |
Creative 7—The Visual Word Begin in
class. |
p. 130 |
TRES TOIS TRES THREE TRES DREI SAN
The Public as Art and Image
The Academy, The Media and Visual Persuasion
|
|
Week Seven |
|
|
| 5/13 |
Ch. Nine--Image Insights
Photography: The Omniphasic Medium |
p. 132 |
|
Creative 8—Photography/Insight Out
Creative7, The Visual Word, Due Today before class |
p. 154 |
| 5/15 |
Ch. Ten--The Sublime Seduction
The Academy, the Media and the Corporation
Advertising and The End of the World—Sut Jhally Video |
p. 156 |
|
Week
Eight |
|
|
| 5/20 |
Ch. Eleven-- Designing to Influence
Visual Intelligence in Popular Art--Popular Culture
Creative 9—Meaning in Visual Communication |
p. 171 |
|
Parts I & II—Semiotics and Lester’s
Six Perspectives
Creative8, Photography, Due today before class |
p. 190 |
| 5/22 |
The Power of Stereotype |
|
|
Killing Us Softly 3—Jean Kilbourne |
Video |
|
Week Nine |
|
|
| 5/27 |
Holiday |
|
| 5/29 |
Assessing Media From An Intuitive
Perspective |
|
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Creative 10— Personal Impact Assessment |
p. 196 |
|
Test Review—Weeks 6-10.
Creative9, Graphic Design, Due Today before class |
|
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Week Ten |
|
|
| 6/3 |
Ch. Twelve--From Ulysses to
Artificial Intelligence
Toward an Omniphasic Educational Perspective
Creative10, PIA, Due Today before class |
p. 207 |
| 6/5 |
Test 2—Covers weeks 6-10, Chapters
8-12, Assign. 7-10 |
|
Creative Exercises
Assignment 1: Personal Symbolic Portrait. Students draw or create a
visual, personal symbolic portrait. Students use everything from collage to pen
and ink, colored pencils, crayons, markers and music to represent themselves
visually. Slides of each student’s work are shown in class the next meeting day
as a symbolic class portrait.
Assignment 2: Pre-instruction Drawing. Students draw a face, a three
dimensional object and their hand. These drawings are used to compare to the
final drawings in three weeks.
Assignment 3: Chalice/Face and Upside Down Drawing. Students begin to learn
to access their intuitive cognitive processes, using these techniques (Nicolaides,
1941, Edwards, 1989).
Assignment 4: Blind Contour Drawing. Students learn to move deeper into their
intuitive processes using this technique of drawing without looking at the
paper.
Assignment 5: Final Contour Drawing. This is the students final drawing of
their own hand. It is supposed to look like their hand. Slides are made
comparing each students pre-instruction and post-instruction drawings of their
hand and are shown in class. See Figure 1.
Assignment 6: Dream Interpretation. Students interpret their own dream using
Personal Impact Assessment (PIA), an instrument that I developed using a
Jung/Johnson technique as the base. (Johnson, 1986). PIA will be used later to
assess the intuitive affect of media imagery.
Assignment 7: Word Visions. Students do metaphorical writing inspired by
photographs. Writings are read aloud in class on a voluntary basis. See Example
1
Assignment 8: Photography. Students, after basic instruction and preparation, photograph whatever interests them and then use their own images as inspiration for metaphorical writing in class and use PIA on their own images to assess the intuitive, symbolic meaning of their imagery.
Assignment 9 I: Semiotics. Students analyze a media image of their choice from a semiotic perspective to explore the use of design principles and signs to create persuasive associations.
Assignment 9 II: Six Perspectives. Students use Lester’s Six Perspectives to analyze a media image of their choice from personal, historical, technical, ethical, cultural and critical perspectives (Lester, 1994).
Assignment 10: Personal Impact Assessment. Students apply PIA to the same image they used in A-10 in order to assess the intuitive impact of the image from a personal perspective. See Example 2
Example 1
Examples of Student Metaphorical Writing From Images
Creative 7: Word Visions
In this exercise students first spend a few minutes relaxing, perhaps doing
an intuitively stimulating exercise such as Blind Contour Drawing (Edwards,
1989). When an image is projected on a large screen at the front of the class,
students are asked to look at the image and to begin writing whatever comes to
mind, even if it is just a few descriptive words. Typically the words flow into
poems or verse as shown below. Students then recite their verses to the class on
a voluntary basis. The following poems were written by students viewing my
photograph below.
This exercise teaches students to think out of the box and to draw on their
intuitive, unconscious mind for creativity and inspiration. It can be applied in
any problem solving situation to bring new ideas to mind.
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(click for larger version)
This example was also published in Journal
of Visual Literacy, Vol 20, Number 2, Autumn 2000,pp. 219-242, Editor,
Nancy Nelson Knupfer, "Beyond Visual Literacy: Part III: Omniphasism in
the Classroom through Visual Literacy Toward a New Educational Model." |
Example 2
Creative 10: Personal Impact Assessment Technique
Personal Impact Assessment can be used to determine both the
interior/personal meaning(s) of one's own photographs and the personal/interior
meaning(s) or impact of others’ images upon the self. The process can be used to
better understand media images, as in this case, but can also be used to develop
intrapersonal insights about one’s own unconscious motivations and to tap into
the extensive synthesistic and creative resources of the unconscious mind. This
aspect is particularly useful in breaking set to solve problems in any
discipline in new, imaginative ways. There are eight basic steps. The instrument
blends rational and intuitive cognitive processes and provides insights that are
specific to the individual, since the individual makes all of the choices. It is
possible, though not certain, that a class discussion would uncover some of
these same meanings; however, such a discussion would not relate the meaning so
closely to the personal interior motivations of each individual. I suggest that
you review the steps of PIA that follow before reviewing the example of the
student PIA that follows.
l. Choose and View the Image: Spend at least two or three minutes just
looking at the image and letting your eye and mind wander around the different
parts. Notice the light, its direction and contrast and feel. Notice the primary
points of interest and where they are placed. Notice lines and curves and basic
design elements and how they help or hinder your eye movement. Notice the grain
structure. Notice the range of tones and/or colors and how they effect your
feelings. Notice how the image makes you feel. Does it draw you in or keep you
out? Does it tell a story or stimulate your imagination?
2. List Primary Words: List a single word that describes each of the significant
parts of the image--characters, places, things, colors/tone, feelings, etc.—in a
column on the left side of a blank sheet of paper. Leave enough space around
each word on the list to write other words in Part 3.
3. List Associative Words: Look at each of the descriptive words you have
written, one at a time. Start with the first word and, in a circle around that
word, write other words (word associations that come into your mind as you think
about the first word.) Finish all of the associations for the first word (as
many or few as you want) before you move on to the next word.
4. Select Most Significant Associative Word: When you have completed the list of
word associations, go back to the first primary word and mull the associative
words over in you mind. Again, start with the first descriptive word and its
associative words and go down the list. Try to intuit which is the most
significant associative word and draw a circle around it. Do not over think
this; just say the associative words to yourself until one seems most
significant. Do this for each group of associative words you have listed, one at
a time. There are no right nor wrong answers. Simply pick the word that seems
most appropriate to you as you read the words.
5. List the Most Significant Associate Words: Make a second list of the circled
“significant associative” words. Keep then in the same order in which they are
found on the associative list.
6. Relate Associative Words to an Inner Part of Yourself: Look at each word in
the “significant word association” list and consider what part of your inner
self that word represents. Write that part of yourself to the right of the
“significant word association”. To determine the inner parts of yourself, it may
be helpful to say “my ______ self”. ie: my vulnerable self, my trusting self, my
fantasy self.
7. Review the Inner Symbols: Look over these word symbols of your inner self and
see if there is some clear connection or story that arises about yourself from
the interaction of the inner-symbols from the image. This story or connection or
meaning will often come to you in a flash or an ah-haaa response. It will often
represent the inner conflicts, emotions, values, or feelings that are behind
your personal, intuitive attraction to the image.
8. Write the Story: Write down the story and see how it applies to your
attraction to the image or how it offers insight about your own life relative to
the image.
If you are using a media generated image like an advertisement, consider how the
association of the product with fulfillment of these inner desires and values
might establish unconscious biases that would influence your desire for the
product and/or influence you to adapt your behavior in some way.
Example 3
Creative 10: Example of Student Personal Impact Assessment of a Media Image
This example was also published in Journal of Visual Literacy, Vol 20, Number
2, Autumn 2000,pp. 219-242, Editor, Nancy Nelson Knupfer, "Beyond Visual
Literacy: Part III: Omniphasism in the Classroom through Visual Literacy Toward
a New Educational Model."
It includes the image on which this example is based, a very sensual black and
white closeup of a young man and woman kissing.
Steps 1, 2, 3 and 4: Viewing, Listing Parts, Word Associations, Significant
Association
This example of a student’s Personal Impact
assessment of an image (1) at the left is used
with permission. The words in bold caps are
the parts of the image (2). The lowercase
words are the associations (3) and the
underlined words represent the significant
association.(4)
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romantic |
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| dark |
BLACK |
contrast |
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revealing |
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| light |
WHITE |
contrast |
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dream-like |
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| fantasy |
GRAY |
shadows |
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longing |
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| desire |
SEXY |
beauty |
| |
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soft |
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| passionate |
KISSING |
intimate |
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wonderful |
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warmth |
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| naked |
BODIES |
closeness |
| |
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soft |
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| lucious |
LIPS |
tender |
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big |
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closeness |
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| content |
PERSONAL |
private |
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trust |
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desire |
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| excitement |
TOUCHING |
warmth |
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closeness |
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warmth |
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| caress |
CLOSENESS |
love |
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relationship |
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sexy |
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| messy |
HAIR |
long, flowing |
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soft |
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passion |
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| lips |
TASTE |
desire |
| tounge |
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love |
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happy |
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| animalistic |
SMELL |
desire |
| scent |
closeness |
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closeness |
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| desire |
EMBRACE |
warm |
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love |
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Steps 5 and 6: List of Significant Word Association and Lis | | |