I've always felt that my graphic design skills have lacked, but I do have a desire to improve them. Even though I'm not the worlds worst artist, it's discouraging to see the results from a professional designer, who can do an amazing mockup from a simple spec in just a few hours. I always wonder how they came up with their design and more importantly, how they executed it so quickly.
I'd like to think that all good artists aren't naturally gifted. I'm guessing that a lot of skill/talent comes from just putting in the time.
Is there a recommended path to right brain nirvana for someone starting from scratch, a little later in life? I'd be interested in book recommendations, personal theories, or anything else that may shed some light on the best path to take. I have questions like should I read books about color theory, should I draw any chance I have, should I analyze shapes like an architect, etc...
As far as my current skills go, I can make my way around Photoshop enough where I can do simple image manipulation...
Thanks for any advice
Most of artistic talent comes from putting in the time. However, as in most skills, practicing bad habits doesn't help you progress.
You need to learn basic drawing skills (form, mainly) and practice doing them well and right (which means slowly). As you practice correctly, you'll improve much faster.
This is the kind of thing that changes you from a person who says, "It doesn't look right, but I can't tell why - it's just 'off' somehow" to a person who says, "Oops, the arm is a bit long. If I shorten the elbow end it'll change the piece in this way, if I shorten the hand end it'll change the piece this way..."
So you've got to study the forms you intend to draw, and recognize their internally related parts (the body height is generally X times the size of the head, the arms and legs are related in size but vary from the torso, etc). Same thing with buildings, physical objects, etc.
Another thing that will really help you is understanding light and shadow - humans pick up on shape relationships based on outlines and based on shadows.
Color theory is something that will make your designs attractive, or evoke certain responses and emotions, but until you get the form and lighting right the colors are not something you should stress. One reason why art books and classes focus so much on monochrome drawings.
There are books and classes out there for these subjects - I could recommend some, but what you really need is to look at them yourself and pick the ones that appeal to you. You won't want to learn if you don't like drawing fruit bowls, and that's all your book does. Though you shouldn't avoid what you don't like, given that you're going the self taught route you should make it easy in the beginning, and then force yourself to draw the uninteresting and bland once you've got a bit of confidence and speed so you can go through those barriers more quickly.
Good luck!
-Adam
That's a difficult thing. Usually people think "artistic skills" come from your genes but actually they do not.
The bests graphic designer I know have some sort of education in arts. Of course, photoshop knowledge will allow you to do things but being interested in art (painting specially) will improve your sensitivity and your "good taste".
Painting is a pleasure, both doing it and seeing it. Learning to both understand and enjoy it will help and the better way to do it is by going to museums. I try to go to as much expositions as I can, as well as read what I can on authors and styles (Piccaso, Monet, Dali, Magritte, Expresionism, Impresionism, Cubism, etc) that will give you a general overview that WILL help.
On the other side... you are a programmer so you shouldn't be in charge of actually drawing the icons or designing the enterprise logo. You should however be familiarized with user interface design, specially with ease of use, and terms as goal oriented design.
Of course, in a sufficiently large company you won't be in charge of the UI design either, but it will help anyway. I'd recommend the book About Face, which centers in goal oriented design as well as going through some user interface methapores and giving some historic background for the matter.
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