ASSESSMENT DETAILS
COURSEWORK weighted at 100%
You will present for assessment a body of work as outlined in the module information pack. This is likely to include:
Produce a final piece of work, together with appropriate research containing appropriate annotation into a diverse range of traditional image making techniques as well as practicing cartoonist, artists and designers [Learning Outcome:1, 2, 3, 5]
Evidence design development work, providing indication of your ability to: identify, research and analyse a narrative problem, generate a range of creative proposals and select and present solutions in appropriate visual forms. [Learning Outcomes: 4, 5, 6]
Produce and select solutions that demonstrate a developing aesthetic judgment based on sound research and observation, [Learning Outcomes 3, 4, 5]
Demonstrate an awareness of creative production processes [Learning Outcome 1, 2]
WEIGHTED at 100%.
KEY INFORMATION SETS
100% Coursework
INDICATIVE CONTENT
This module is concerned with the exploration of comic as a visual medium and how it can be applied as a visual communicator. You will be encouraged to experiment with a range of media approaches in order to discover the ways in which different media can convey different meanings and to express information in visually exciting and varied forms.
This module is designed to build on traditional and new media knowledge and skills gained in other modules by encouraging you to review, extend, develop and apply the use of creative visual thinking, visual language skills and a variety of communication methods to create fresh and innovative solutions.
You will work on visual narrative problems in order to, (i) identify a problem, (ii) gather appropriate information, (iii) experiment with media in order to generate ideas and (iv) propose and evaluate potential solutions, refined to highly finished pieces and appropriately prepared for presentation.
You will also concentrate on the practical exploration of composition, communicating through images, visual metaphors, and cultural aspects of image making.
The importance of effective mark-making is emphasised and encouraged also through traditional drawing skills in a controlled studio environment. Practical projects and exercises address specific aspects of the image making experience. Diverse mark making methods and techniques are explored, and you will be encouraged to adopt an experimental and investigative approach to the use of media
This module requires studied application of both conventional and unconventional media and visual problem solving, which promotes invention and media exploration.
LEARNING STRATEGIES
Technical instruction and workshop demonstrations on how to handle equipment, processes and materials safely and effectively.
Health & Safety.
Lectures to the whole group where you will be reminded of the preparation, planning and structure of the print production process.
Small group sessions (seminars, crits, tutorials) where you will contribute to the discussions, engage in debate about issues raised, present the results of your research and your work in progress and receive constructive feedback from your peers when appropriate and from your tutor.
Independent Study in support of your project work. You will need to undertake a. number of activities when not involved in taught or participation sessions. These will include researching and documenting your practical project; pre and post production work for your project; the execution of your production and the preparation of your work for assessment.
Project work will integrate practical (technical, aesthetic) and theoretical aspects of visual communication.
You will be required to participate in:
Introductory lectures
Seminars,
Technical workshops/ Academic workshops (formal technical instruction sessions and library, design collection and design museum/exhibition based activities).
Group tutorials
Critique and feedback sessions
Group work
Formative assessments
Independent study in support of your practical work.
KEY INFORMATION SETS
20% scheduled Learning & Teaching activities
80% guided independent learning
RESOURCES
Computer Workshops,
Specialist Workshop equipment.
Non-specialist computing facilities for email, internet access, word processing, database, spreadsheet and basic presentations will be available through LLRS/ITS facilities on campus, not from within the Faculty itself - the exception being the Faculty's Student Browsers based in studios which will support email and internet access.
Specific Skills Modulettes will be assigned to this module in use of equipment including health and safety.
A comprehensive listing of the modulettes is available from the Faculty Office, together with the current operational parameters (i.e. group size, time allocation etc.) for the modulettes. Some module descriptors will have will have more than one modulette assigned and this information will be held by the Faculty Office initially.
Studio workspace and seminar room with presentation and projection facilities.
Computer Workshops
Specific skills modulettes will be assigned to this module.
Library
Internet access
Design studio
Experimental workshop resources for mixed media experimentation
Controlled studio environment for life drawing classes.
Software: Adobe Illustrator, Photoshop, Indesign, Manga Studio etc.
Black and White A3 printer
Colour Printer (computer workshops)
The Blackboard virtual learning environment will be available (where relevant) to support this module. Details will be supplied in the module handbook.
TEXTS
Edwards B (2001) The New Drawing on the Right Side of the Brain HarperCollins
Eisner, W. (2008) Graphic Storytelling and Visual Narrative. Principles and Practices from the NY Legendary cartoonist. W.W.Norton & Company Inc. NY
Lee, S. (2011) Stan Lee's How to Write Comics. Watson-Guptill Publications
Hyland, A. 2003. Hand to Eye: Contemporary Illustration. Laurence King
Johnson M. 2002. Problem Solved: A Primer in Design & Communications. Phaidon Press
McAlhone.B & Stuart D. 1999. A Smile in the Mind. Phaidon Press
McCloud, S. (2000) Reinventing Comics. How Imagination and Technology are Revolutionizing an Art Form. Harper Collins Publishers Inc. NY
McLuhan, M., Fiore, Q. & Agel, J. 1967. The Medium is the Massage. Penguin
Noble, I. 2003. Picture Perfect. Rotovision
Rudy VanderLans R., et al. 1993. Emigre: Graphic Design into the Digital Realm. John Wiley & Sons
Smagula, J. 2002. Creative Drawing. Laurence King
Zeegen, L. 2005. The Fundamentals of Illustration. AVA Publishing
2001-2012. D&AD Annuals. Taschen
Periodicals:
MAD: Magazine (Monthly)
Websites
http://tapastic.com/
http://comicfury.com/
http://www.smackjeeves.com/
LEARNING OUTCOMES
1. DEMONSTRATE KNOWLEDGE & UNDERSTANDING OF THE UNDERLYING CONCEPTS AND PRINCIPLES OF PREPARATORY METHODS OF PRODUCTION WHICH UNDERPIN TRADITIONAL AND CONTEMPORARY COMIC PRODUCTION PRACTICES
[Knowledge and Understanding]
2. SHOW EVIDENENCE OF A RANGE OF SKILLS AND TECHNIQIUES EMPLOYED BY THE COMIC INDUSTRY AND SEQUENTIAL ART, ARE ASSIMILATED INTO YOUR PRACTICE IN ORDER TO MEET A SET OF DESIGN SPECIFIC, TECHNICAL AND CREATIVE GOALS.
[Learning ]
3. CREATIVELY APPLY KNOWLEDGE AND SKILLS GAINED THROUGH RESEARCH AND EXPERIMENTATION WITH A VARIETY OF MEDIA TO THE PRODUCTION OF AN APPROPRIATE SOLUTION, SUPPORTED BY CLEAR DEVELOPMENT AND PREPARATION WORK.
[Application]
4. PROPOSE AND EVALUATE A POTENTIAL SOLUTION WITHIN SET PARAMETERS OF A DESIGN & COMIC BRIEF WHICH EXPLORES FACTORS RELATING TO THE INDUSTRY AND PRODUCTION OF A FINAL PIECE OF WORK
[Problem Solving]
5. MAKE APPROPRIATE CREATIVE DECISIONS WHILST WORKING THROUGH THE VARIOUS STAGES OF THE DESIGN PROCESS AND IN THE IDENTIFICATION AND DEVELOPMENT OF SPECIFIC VISUAL COMMUNICATION SKILLS
[Reflection]
6. CONVEY INFORMATION AND MEANING EFFECTIVELY TO A PRE DEFINED AUDIENCE BY USING A RANGE OF CREATIVE TECHNIQUES AND APPROACHES
[Communication]