Friday, December 15, 2006

"Forget the detail" and other animation-inspired lessons

Using animation usability to maximize information ...

"Animators deal with art, story, etc. so there is a lot of intuition and “feel” required. At the same time, effective design is key; Animations have to communicate concrete ideas and emotions. It’s an interesting intersection of intuition and reason. The drawing class notes (book form) of Walt Stanchfield, drawing instructor for Walt Disney Studios, provide a fascinating look at the process. Below are excerpts from Stanchfield’s handouts (all links go to PDFs, bold emphasis mine).

Simplicity for the sake of Clarity:

The artist, when he first gets an inspiration or tackles a pose in an action analysis class, sees the pose, is struck by its clarity, its expressiveness, then after working on it for a while that first impression is gone and with it goes any chance of capturing it on paper. That’s the reason. we should learn to get that first impression down right away – while it’s fresh, while it’s still in that first impression stage – before it starts to fade…

The reason I keep harping on ‘forget the detail’ for this particular type of study is, the detail doesn’t buy you anything at this stage of the drawing. Doodling with detail will cause you to lose that first impression…When I say locate and suggest, that is exactly what and all you need. What you are drawing is a pose not parts. The simplest kind of suggestion is the surest way to a good drawing. I have xeroxed a little series of drawings from “The Illusion of Life” to show how an extremely simple sketch can express so much and thereby be a perfect basis for the final drawings."    (Continued via 37signals)    [Usability Resources]

Communicating With Animation Sketch - Usability, User Interface Design

Communicating With Animation Sketch


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