This is a talk that examines creativity and education that I wrote circa 2012. I was a teacher, song writer and design graduate student at the time. How authenticity can get lost when money is involved.
The
artistic process
How
many of you who make things recognize the following familiar
questions from people-- and if you're not creative I would like to
argue that you just haven't discovered your creative talent yet.
Those
of you who make stuff, (song or movie or painting or artisan
customized bicycle or whatever)
Show
of hands if people ask you– “where did you get the idea for
that?”
Show
of hands if people ask you, “how long did that take to make?”
OR
EVEN “how did you do it?” And that's a big one isn't it?
People
want to know about the process. I know a bunch of artists and
programmers and metal workers and they have a hard time keeping track
of their process. How much time went by? What was the journey of the
project like? For me, when I think back on what I did to make that
thing whatever it was, it's all a complete blur in my mind now.
Honestly, I won't remember all the things I did to struggle my way
through to success with this project, and I don't even want to think
about it anymore because it was stressful. I was just glad I made it
to the end.
When
I was studying game development in graduate school, we were required
to create a documented storyline of how our project was coming along
and a lot of my classmates and I had a hard time with it. We would
miss a step, forget to document a stage in the process and you
couldn't see from the documentation how did we get from point A to
point B to point C and on to completion. It tends to be hard to
recall the process. It can be like traveling through a thick wooded
forest. And then if you changed course, and you decided to change
your illustration or 3d model, you would still have to map how you
got to the point where you knew you needed to make a drastic change,
what you decided to do instead and discuss why you made that
decision.
So
my creative process for sewing, graphic design and songwriting is a
complete mess. I mess with these kinds of projects and basically
wrestle it into success like a kid playing with clay. It's like trial
and error. You get to see it look absolutely horrid half way through.
You just don't stop believing and keep going. I had a vague plan and
I pretty much just struggled through it until it began to take shape
and then you smooth it all out.
I
used to make these graphic design paintings in Photoshop and I'd save
the way that it looked after working on it for a few hours, but I
thought it looked hideous and I would never want to show that to
anyone. It's so easy for beginning artists to look at their project,
their work in progress and just think “this is awful and it's going
nowhere.”
Bob
Ross and the Amateur Painter
Try
asking some successful artists-- musicians, painters, whoever--
“hey, when you first started painting, did you suck?” I dare you
to ask some of these talented people. Some of them will say “yeah,
I did suck. And I kept practicing and kept going and eventually I got
to where I am today.” And those are the cool people. They are
awesome folks and they're a lot more likely to be a great teacher to
others. Because other people will say “no, I never sucked” and
they're lying. Maybe they'd rather gloat in the idea that they're
better than everybody else. They're only as great as they are because
of their struggle with the art form, and they don't want to talk
about it. They more than likely went through trials and tribulations
but they think they should act like it never happened. They just want
to seem like a natural but they probably were not coming out of the
womb kicking ass at painting. Those people will probably not be very
good at coaching you if it's your first time painting. Because they
won't be able to empathize with you or they'll feel uncomfortable
when they remember how much they used to suck. This goes for teachers
who don't empathize with their students and give up on them.
Bob
Ross was a talented painter whose optimism was contagious. His
philosophy was that “anyone can paint,” and he made this very
clear throughout his television show in the 1980's, the Joy of
Painting. He was well known for his very calm demeanor, and he once
swore that he would “never yell again” in his life after he left
the Air Force. Fans worldwide enjoyed his show because of his calm
voice. They would just watch him paint and listen to him talk--
according to his company's research, only 3% of their television
viewers actually tried painting at home while they watched. Later in
the season, his tone would change slightly as he would stress that
“anyone can paint.” He would respond to comments from fans saying
that they were not talented enough and once he read a letter on his
show from a fan who tried to paint at home.
This
brings up the question many asked about The Joy of Painting-- was the
show really meant to be a tutorial? Did Bob Ross really think he
could just show everybody how to paint by modeling his own painting
process from start to finish? Ross did recognize that painting would
take practice but very much undermined how much practice it must have
taken him to get to his own level of skill. It's unclear whether or
not Ross started painting before his years in the Air Force, and how
many years of study and practice he must have completed. But he also
taught classes and began his own company where Bob Ross official
instructors would travel to workshops and teach painting in person
with students. These workshops could hardly be called classes-- they
were exactly like the Joy of Painting show where the scene was
painted from start to finish and the students were expected to follow
along with no previous experience.
Ross
was a very well-meaning teacher who forgot what it took to get his
artistic process down. His process was very intuitive if we can judge
by listening to his narration of it while he painted live on t.v.
Could Ross have done anything differently to help his students as
they were struggling? Just watching him glide through the painting
with ease really did not seem to work for a lot of people. Others did
not realize that it was supposed to be instructional because the
process was grossly over-simplified. Ross claimed that it was really
all you needed to do-- just observe and practice. But he didn't talk
about the practice or study so much as he just did it in an expert
way for others to observe. He created the illusion that he never
struggled over his paintings, which lead many to believe that he just
had a talent or knack that they did not. If he meant to be a teacher,
his teaching approach could be called widely unsuccessful.
What
I find particularly interesting is his agitated tone of voice when he
stresses just how easy painting really is. Instead of being there for
his students in times of struggle, he just reiterates that “anyone
can paint” and seems worried that someone would question that. He
is happy to reveal his artistic process, but the problem is that he
doesn't recount the issues that he may have had along his personal
journey to being a famous painter who paints with magical ease. This
alienates students who are struggling.
Personal
Style and Experimentation:
Probably
the reason that a lot of artists avoid design thinking is this. The
downside at following a formulaic process for drawing is that you may
stray from development of your own style. An artist has their own
style. A lot of art students come out of certain art schools making
illustrations that may be good, bad or so-so … but they all look
like Disney characters-- Disney style. Because all the students were
taught to approach illustration the same way. If you draw a dog-- you
approach it the same way every time. If you draw a man-- you approach
it the same way every time. When you mess around more, you develop
your own style and what you accidentally discovered that feels great.
So you do it again and you stick with it. And that's your artistic
style.
Intuition
v.s. Order
At
some point though, you find a balance between planning and
improvising the creative process. If you have enough knowledge of a
craft, you become a better planner. How much you want to plan before
you dive in and put paintbrush to canvas, is your choice.
Design
brings a practical approach to creativity.
Some
people think of throwing paint around aimlessly as being creative. It
is-- but design goes a lot further. It says you can actually come up
with a creative idea or concept, plan it and make it into a reality.
You have to use the right side and the left side of the brain. It
says, “let's take your idea for something that is outside of the
box thinking, and make it a functional thing in reality.” Sure, you
can design a portrait composition in pencil on a canvas before you
start painting. When you decide where things are going to go or the
organization or composition of something before starting, you're
getting closer to design. If you assign a certain amount of space to
different parts of the whole project, you're thinking more along the
lines of design-- like designing a floor plan if you're an interior
designer.
When
you have a design plan, you can then begin to construct with
confidence. You can make a 3D object like a sculpture or upholster a
3D object with fabric. This takes a lot more attention to space, size
and detail.
Why
Design?
With
design, you develop your very own formulaic process for how to do
something-- anything. Illustration, animation, painting, writing,
game design, interior design, etc. There are a set of principles that
help you think in broad terms about how to plan before you put paint
brush to paper. I used to think that design meant interior or fashion
design and that it was something snobby or intimidating. What I found
interesting is that design doesn't necessarily have anything to do
with the tech world as we know it, or style, or fashion-- not
necessarily, because that's a narrow way of thinking about it. With
our growing industries in STEM, I think a lot of people are realizing
the importance of design, but I think design can really be for
anyone, you don't even have to be “great at math.” My confidence
in math is not super high, but that's not a problem with design.
Design has to do with trial and error and testing before you put
paintbrush to canvas, so to speak. You create your own process, you
test your own process and you remake and correct your own process. If
you ever need math, it's a quick reference from the internet. For me,
the lightbulb finally went off in my head in graduate school and I
realized that design applies any kind of creative work. Design is for
anybody. As a matter of fact, I bet anyone would be better at
planning or organizing anything from their morning routine, to their
entire life after taking a crash course in design. It just helps you
feel empowered to get into details and plans so that you can do
things right and be satisfied. I could use that, and couldn't we all?
Design
Curriculum Proposition for Kids
Experimentation
is key to style. It has to do with trusting yourself. I think it's
personally empowering for kids and it's not just for “gifted and
talented” kids. Kids love to think of ideas for things that could
exist but don't currently exist. Even machines or places that could
exist. I have worked with gradeschool kids in tutoring and after
school programs for about 5 years. They definitely do already start
to design and blueprint their ideas in drawings. In a classroom, they
could start out drawing an imaginary thing, which kids usually love.
And then for a design thinking lesson, you could just start asking
the kids to tell us a little bit about their thought process. Like,
why did you decide to put that there?
We
already give building toys to kids like legos. A design activity
would ask them to make a plan for what to build with the legos. It
could be incredibly simple-- like 5 legos or less. But it would still
be a breakthrough to simply ask them to make a plan before exacting
it. I've seen a teacher do this in an after school program with
tremendous success. It's not easy to convince other teachers that
they could do this for their students though.
Design
for the Education System
We
teach kids games at school, and we create competition between them to
see who is the best. How do we get the kids to be engaged and
motivated so that they can learn. The teachers have to know the kids
and the first time coming up with an activity is a test. It's a test
to see how well the activity works out for the students.
Teachers
are game designers this way because they all are burdened with the
challenge of engaging, entertaining, encouraging, coaxing and
tricking the kids into learning. A game is a system of actions that
someone engages in. There are a lot of factors to consider in
deciding whether or not it's a good game. It has to be a
well-designed system. Testing the game with students allows teachers
to improve the game and “make it work.” There is a process of
trial and error in finding out what games will work best in the
classroom. Games and activities have to designed with kids and the
school curriculum in mind. How well they work depends on the
following aspects:
- Does it teach the curriculum?
- Are the kids going to be motivated to play without getting bored, for the entirety of the time allotted?
- How do we regulate the activity with rules?
- How do we make it so that it's fair and all the students get a fair chance to learn and succeed.
- Is the reward system fair? Do the kids feel that it was fair? If they don't, they won't engage in it. They really will need to engage in the game in order to learn and grow as students.
- Can we play the game again and will it still be interesting-- can we add on to it for future rounds?
- All these questions are taken into consideration in the design of the activities in the classroom. Teachers spend hours (often outside of paid hours) to research, write and prepare these activities. I have worked at a reading tutoring program, a few after-school programs, and a volunteer-run kindergarten program in Honduras. I have friends who Teach for America or for public schools. In all of these settings, the same thing is expected of a teacher-- we are responsible for the day's activities and they can't just be any activity. The activity really has to be eventful and successful. Not only do we administer the activity with the kids, we have to design the activity. They spend hours on preparation time, and in public schools, they do not get paid hours for this preparation time. The teachers I know personally are stuck having come up with their games over dinner after work. Even if you borrow from another pre-made game, there's still research and modification that needs to be done to make it fit for the particular class.
Breaking
the Rules
Game
design for the rules of the game is a reiterative process. Kids learn
how to break games, find a loophole, game the system and things like
that all the time. Teachers add new rules to their games all the
time, like San Francisco adds more “No U-Turn Signs” all over the
city. When kids break my games, I applaud them, because indeed-- I
never said they couldn't do what they did to break the game. They
found a loophole. I once had a critical discussion with
kindergarteners about how the rules to my very own dodgeball / soccer
mash-up gym game needed to be amended. Once they made their way to
the goal, it was too easy for them to score again, for some reason
that escapes me. Nobody was in trouble and we just had a critical
discussion about the rules and Noah's course of action and why it
wasn't technically cheating. We then came up with two possible
solutions about how to re-design the game by amending the rules.
Why
Games at School
Engaging
in a great game is a way for students to learn creative and critical
thinking. Some teachers, and maybe this isn't their fault, don't
bother with this kind of activity if they don't think their kids are
well-behaved enough because it is exhausting. It may very well be
easier to have the kids learn and memorize information than create a
dynamic learning experience for them through well-developed
activities.
The
curriculum we teach at school is also designed to help students learn
the knowledge they need to succeed. The standardized tests they take
are designed to find out if the students are doing well at school.
Whether it's English for second language, math, fine motor skills
like crafts, gross-motor skills like gym games-- the teacher has to
to set up the activity by the number of students and the content.
They also have to plan the rules and actions that the student needs
to complete.
If
these systems don't teach the kids the knowledge they need and
increase their performance, the teacher will probably have to deal
with the consequences. The students suffer the most. Our goal is to
help everyone to learn and succeed. If kids are burning out and
dropping out of school instead of being enriched and empowered, then
something is wrong. And no it's not always the kids. If the systems
that we have designed to bring young people in this country an
education are failing, then we are failing as a society.
Rote
learning is where the teacher delivers information to students that
they need to memorize. Maybe the teacher writes some information on
the board, and the students copy it, or they receive handouts that
they need to memorize. By contrast, higher order learning has to do
with creative and critical thinking. These kinds of activities could
be discussions or challenges that ask students to think for
themselves. Teaching students to form unique ideas are a critical
part of a quality education.
Games
and Self-Confidence
What
makes games more motivational than school or work? In a game, it's
okay if you fail. Failure in real life is a lot harder to deal with
than failure in a game. You might be thinking well, too bad because
in real life you have to fail. And the conversation usually ends
there.
In
a game, you don't even have to play. Doubt that you will succeed in
real life will take a huge swing at our motivation level. Why apply
for a job if there's a high chance you won't get hired? Failing takes
a huge swing at our self-confidence-- we may be afraid that we will
lose time or energy trying to do something that we don't think we
will succeed at. With that risk taken away, as people sit down to
play a game, people feel a sense of motivation lifting off. In
addition, opportunities to win reappear instantly after you fail in
a game. In real life, when you fail, you may feel as though you
really missed your chance. Giving it your best shot is quite a
commitment and it makes you emotionally vulnerable.
Games
help us practice our self-confidence and self-trust.
Design
Thinking V.S. Rote Learning
Design
thinking requires critical and creative thinking-- the opposite of
rote learning. Rote learning is purely memorization in order to
succeed at standardized tests, after which time, students tend to
forget what they memorized to make way for new information. Only
focusing on rote learning in public schools is a cheap form of
education. This is because it's poor quality education and it's
easier to grade tests. Teachers run the test sheets through a
scantron which quickly gives the student a percentage that measures
their academic progress. But the emphasis on creative and critical
thinking is going away. Due to a lack of state funding, we are
getting stingier and lazier with public education. More and more,
parents are realizing this and putting their kids in private schools,
which will probably continue to raise their tuition. If public school
quality continues to dwindle, we will see just those who cannot
afford private school attend public school, and the quality of public
school will be at its worst. This will mean that a quality education
will only be accessible to wealthy families. And that does not sound
like a democratic country where we have equal opportunity or, where
we have our morals and priorities in the right place.
Grading
and Feedback to Encourage Critical Thinking
When
I was in high school, a few of my teachers would grade their
students' math tests with a little more effort and special care.
These teachers would analyze the student's work, and give them
partial credit for showing the correct logic in the work of the math
problem. This was great for students because even brilliant
mathematicians make tiny errors like forgetting to carry the one or
move the decimal place. Giving credit to students for at least
thinking critically and using their mathematical logic gave them a
fair chance. It may be hard for teachers to grade papers this way,
but I think it was well worth it. It encourages students to think
critically instead of asking them to be perfect every time. It puts
the goal of education in the right place. Students don't need to be
perfect but they do need to have the right train of thought and
understand the why or the logic behind the problem.
Design
is everywhere
Any
system of actions can be designed like a game. When you design a game
you're thinking about motivation. The game has to be fun and the
players have to be satisfied so it has to be designed to motivate
them to continue acting within that system. So when you think of it
that way, you can see game design everywhere. When you're thinking
about rules and motivation, you have stepped into the world of game
design. Today, private and advanced schools incorporate design into
the curriculum. Graphic design is popular but it's a little more
about software and art. Design is more about sitting down with paper
and a pencil and planning and sketching. When I realized that, I
found that design was really hear all along-- kind of like when
Dorothy realizes that she could easily click her heels three times to
get what she wanted the whole time. I had already been a designer of
sorts every time I sketched out a plan of some sort on a piece of
paper, I was already a good part of the way there. I think a lot of
people think that design is some very lofty thing that's above their
heads, and I think design can be really for anyone. A lot of kids
would be more engaged in school if design was part of the curriculum,
because many people naturally gravitate towards organization and
creative thinking.
And
finally, there is UX.
The
purpose of UX research is to find out what it's like to use a product
for a customer or a user or anyone who may have to use the product.
The product could also be a service or a system. How is the
experience for the consumer to use the product. What is the
experience really like to use it?
For
success to happen, a product or system is created, it is used by the
target user and then the desired result is effected. So in other
words, someone makes a product, it is used the way it's supposed to
be used, it works the way it is supposed work and then the desired
result is affected. Often times systems don't work the way they're
supposed to work and the desired result is not achieved. The system
doesn't help the users and it is not a beneficial experience.
This
approach could be used for anything that involves a maker and a
consumer. Let's take cakes. Let's say I think I'm great at making
cakes and I open a bakery. For some reason, customers might buy my
cakes once and then they never come back. For some reason, the
experience of the customer is that the cake wasn't very good
–obviously. If given the option, a person would never use a system
or a product again if they did not have a good experience with it.
And let's say I'm the baker and I can't figure out why I'm losing
customers. UX researchers will go out and study and interview the
customers to find out why.
In
the world today, there are a lot of systems and products that are
made for people to use and those people do not have any option but to
use it. One of those systems is the public education system. Young
people don't have any choice but to go to school, it's the law, and
most do not have the money to attend a private school from
kindergarten to twelfth grade and beyond.
If
this talk were the subject of a UX researcher, the researcher might
use a hidden camera to study random audience members and see how they
react, what are their facial expressions, when do they seem pleased,
when do they seem happy, are they too hot or too cold sitting in this
room, does the audio PA system pop at all during the talk, etc. and
this would all be a part of the user experience report. This kind of
work is super important in any industry-- you made something for
someone else to use, so how do they actually feel about it. This
information will tell you how your business is really doing and what
the level of performance might be.
UX
for the Public School Experience
UX
research can be conducted for the public school experience for
teachers and students because the public school system consists of:
- activities and assignments : systems of actions
- grading and performance reviews for academic progress
- human interaction between students and teachers OR students and students
- a desired result for students
- a desired result for teachers
In
a school, if we studied students, we'd have an accurate idea of how
well the kids are doing and why. This would be the experience of
sitting at a desk in a classroom, doing the assignment. A subject
experiencing this environment should ask themselves the following to
measure the quality of the experience:
- Do I feel motivated?
- How do I feel about the instruction?
- How do I feel about teacher feedback about my performance?
- When do I not do well or understand the lesson?
When
kids are young, they have a very hard time expressing what's going on
with their academic performance and why they're not doing well. It's
easy to believe that it's all their fault, but still kids don't know
how to improve.
Teachers
and parents have a habit of telling the kids that their problem is
not being motivated. They blame their kids for feeling something that
they don't feel. It's our job as adults to help the next generation.
It's the teachers job to inspire and engage the kids. It's the job of
the curriculum makers to make sure the kids learn what is important
in society. And it's the law-makers' jobs to prioritize funding for
schools. It's all of our responsibility to provide good education for
the next generation. So instead of telling kids that there is
something wrong with them, we need to take responsibility for the
education system that we have created.
If
we don't, that would be like, if I am the baker at the bakery, and
the customer comes in and tells me that my crossoints are stale and
my bundt cakes are bland, and I just say, “you know what, I think
there is just something wrong with your tastebuds.” It would
behoove me to find out what is really going on. I should thank the
customer for taking the time to tell me what it's like so that I can
figure out how I am going to turn things around at my bakery.
If
we had a UX study of teachers, we could find out if the teacher has
everything they need to make a difference in these kids' lives. UX
researchers could present to the Board of Education what is actually
working well for teachers to make their jobs better and more
efficient. The success of the teachers is closely related if not
directly related to the success of the students.
If
we know why we are failing and we still aren't doing anything to
improve, there is only one explanation-- denial of the truth in order
to tighten up on spending. We know classrooms are overcrowded and
that teachers are burnt out because they're not getting paid enough
and their classrooms are too big. I spoke to someone who claims that
teachers are sitting on a goldmine in California and that the idea
that teachers don't get paid enough is the biggest lie in California.
But when I probed him further about it, he told me that teachers
can't make a difference in children's lives. So clearly his point of
view would be that teachers don't do much so they shouldn't get paid
very much. If you expect quality instruction, then yes, the teachers
would absolutely need to be paid a competitive salary. If the
teachers aren't getting paid very much then they lose motivation and
they need more support in order to perform better. This in turn
greatly impacts the experience for students. Teachers actually shop
for the materials for their kids and buy them out of their own pocket
in the United States. No pencils or pens provided by the school
itself in American public schools. That's how stingy the education
system has become. The teachers I know are living in small,
inexpensive apartments without a car because that is their financial
status. They also use crowdsourcing like Gofundme.com to have science
projects and other such things. Teachers are asking for charity. It
will be up to average people out of the kindness of our hearts to
donate to public schools because the state won't shell out the money.
That's terrible. Obviously these teachers go the extra mile for their
students, so it's obvious that they do deserve better pay. And we
shouldn't have to rely on charity from people to fund important
projects for the education of the next generation.
There
will be less and less people who want to become teachers as time goes
forward. What was once an honorable profession is now a lost cause in
public schools. Isn't education something that everyone deserves? Who
wants to live in a society where the vast majority of the population
is undereducated? If you don't put your money in the right place, you
don't think it's important. The top priority will be the highest
funded. Why don't we value public education in our society? We don't
care about the next generation? If the next generation are deliquents
then the poverty rate in this country will rise. When we are
educated, we rise in financial status. At the rate we're going, soon
enough, a proper education will only be affordable by wealthy
families. Or will students begin to take out federal student loans to
fund their private high school experience because a public high
school education will be degraded to an unacceptable level? The way
public education is going is very dire.
My
parents made sure I went to the best public school for elementary,
junior high and high school. I'm worried that in the future as we see
public education functions like art and sports getting cut, as
teachers become more overwhelmed and have less energy to provide
quality activities, I am worried that public education will be
seriously downgraded in future years. The demand for private
institutions will rise and families will have to cough up serious
money for a decent education. Meanwhile, colleges and university
tuition is increasing as we speak. Soon a quality education will only
be attainable by the upper class.
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