On Writing: Visualization and Collage in Storytelling…

For me, writing is a lot like an act of integration. Taking disparate chunks of experience and combining them into an assemblage or collage gives them added meaning. I think that this is what is intended by the word “juxtaposition” in art/design terminology. It boils down the creating a new whole out of a bunch of summed-up parts.

For me, writing is a lot like an act of integration. Taking disparate chunks of experience and combining them into an assemblage or collage gives them added meaning.

I think that this is what is intended by the word “juxtaposition” in art/design terminology. It boils down the creating a new whole out of a bunch of summed-up parts. The relationships that are created by placing elements next to each other create new contexts and meanings that each element did not originally possess individually.

As I write, I’m transcribing visual scenes in my head into words. Sometimes, I’m acting like a court reporter sitting in a movie theatre, watching my characters speak, smelling what they smell, listening to the sounds of their surroundings, and feeling their emotions. In my head, I’ve already shot the scene as a movie, and now the challenge is to get that scene down on paper in a way that will be powerful and will resonate in my reader’s mind.

Many scenes can be drawn out of snippets of personal experience, opinions, current events, and one’s own worldview or inner monologue. Each of these elements is a small scrap of paper with an image on it, waiting to be pasted down on a board along with other scraps, to contribute a piece to an overall theme.

I often think up the elements or “little scraps” first: an intriguing personality, a moment of tension, despair, or heroism, or a mysterious moment or place. A story is made up of many such individual scenes, each of which must have its own internal logic, beginning, middle and end, and each of which must work within the context of the greater story or plot.

If I can’t see how to use them, a lot of these elements get filed away somewhere for later use. It’s tough to know which elements to bring out of the drawer and place on the table, and which ones need to be kept in the file. Every little scrap is a piece of life experience.

We all have experiences, and some of us have had similar experiences. The challenge for me as a storyteller is to find and create the scraps that will seem familiar to someone else (because I want to know that I can reach my audience emotionally and culturally), and to combine the scraps into a collage of pieces that says these things to my reader: you may know this story, my friend. You’ve read it many times before in different guises. Some things are universal to human experience. You may have heard the story before, but you haven’t heard it from this storyteller in this way before.

Universal things happen to all of us, but come to each of us in a different way. That’s why the story is interesting, and why the collection of parts makes a unique picture on the page.

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On Design: Visual Literacy in Interface Design

During my art education at Emily Carr College in the 80s, I took a unique opportunity to study visual literacy under the college’s Dean of Education, Tom Hudson. This research and study involved developing computer-based imagery research for Tom’s telecourse, “Mark and Image”.

In practical terms, it was like having a world-class personal tutor. We started off simply, using the limited personal computer resources available at the time. I remember using Koala Painter (with the KoalaPad and stylus) on a Commodore 64. I divided my screen into quadrants; the first of many “worksheets” which Tom had all his traditional-media drawing students do as well. Inside one of the quadrants, Tom instructed me to draw points and to arrange them spatially. “Feel the space between the points. Feel the space,” Tom’s voice told me. I smirked self-consciously, feeling too much like Luke Skywalker to Tom’s Obi-Wan Kenobi. But I was learning to watch and to listen. Tom’s guidance resonated with me and I kept at it, slowly beginning to learn about the space, pace, rhythm and texture of points, lines and shapes. We started in black and white, and moved into colour when we started looking at “primary” shapes and basic geometry.

I did dozens of screens like this on the C-64, and later, scores and scores more on the Amiga, where the spatial resolution and colour palette were significantly improved. However, it was still a pixely, chunky drawing medium, compared with paper, ink and charcoal. We learned that any deficiencies in resolution were quickly compensated for by the advantages of digital memory. “Cut and paste” and numerous other near-instant transformational capabilities provided by our little paint program provided us with almost unlimited possibilities for variations and explorations.

As for the drawing exercises themselves, it was a bit like learning a new kind of basic grammar, like learning musical notes, chords, and scales. I was actually learning a new vocabulary of visual elements; perceptual dynamics that underlie every man-made visual image. I learned later that the approach Tom took with his computer-based drawing students was based in the Bauhaus Basic Course, in principles taught by Wassily Kandinsky, and in aspects of visual perception documented by Rudolph Arnheim.

These were the same principles that Tom and his colleagues had infused into the British Art Education system back in the 1950s. So, I watched, I drew, and I studied, feeling part of a very fascinating modernist educational tradition.

Now, as I contemplate how my career has progressed and I continue to refine my skills in interface design, I must admit that those early teachings with Tom still have so much to offer me. His voice is still in my ear, and I need to keep listening…

See: “Visual Literacy in Software Design” (paper).

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Reflections on a multimedia career…

All through my post-secondary education (which was four frantic, sleep-deprived, incredible years at art college), I never knew exactly what I wanted to do in art and design.

Now, 21 years after graduating from the ECCAD four year program and receiving my diploma in fine arts, I look at the preponderance of digital media and information systems in the world around me, and I’m amazed at how much that culture and technology have converged, and have even seemed to become practically inseparable.

All through my post-secondary education (which was four frantic, sleep-deprived, incredible years at art college), I never knew exactly what I wanted to do in art and design.

After I learned I was accepted the the Emily Carr College of Art and Design in 1985 (and after I peeled myself off the ceiling), I started to do a few things. First, I panicked, thinking “Gawd – can I do this?”

But I got over that phase, and next I began to imagine what it would be like to be an art student. Unfortunately, nothing but stereotypical images of painting and drawing came to my mind.

Finally, I realized that I needed to prepare myself in a few ways. I needed to assemble my portfolio, and I needed to develop a little confidence. I took a life drawing course at a small studio on Granville Island, and blushed self-consciously while trying to avoid the eyes of the nude model. I scribbled, muttered to myself, and produced a bunch of weak and tentative scribbles that probably were thrown out later. As I was packing up, I looked to the model as she was just reaching for her robe, and she shot me a smile and a knowing look that both reassured me and told me that she knew just how green I was. I laughed on the inside, and walked home feeling some pride in having tried in my first life drawing class.

Fortunately, I passed my portfolio interview (and I still don’t know how I got through it), and began Foundation (first year) studies at Emily Carr.

One of the first places where things really clicked for me was in Foundation Computer class. Even though it was 1985, and we were using Commodore 64s (and in one class, I swear to god I had a Vic-20 with a datasette), I became fascinated by those little machines that were capable of turning key-presses into little glowing blocks of colour and shape. I remember trying to memorize MS Basic character string functions like “Chr$(32)”, and trying to understand how BASIC worked. A year later, the college bought dozens of Macs, Amigas and Atari ST PCs, and we all began using mice and creating real computer-based graphics and animation.

I also began to consider the schism within myself: artistic and instinctual on the one side (my Mother), and structural and technical on the other side (my Father). Early on, I did not know how to reconcile these two aspects of my personality, but I knew that they would co-exist, and eventually, I developed the idea that they would interact or influence each other in some way.

In the following years, I developed a keen interest in multimedia, animation and video, and began to learn how these technologies were gradually converging (read Stewart Brand’s book “The Media Lab”). I absorbed as much media theory as my instructor Gary Lee Nova provided, got technical help designing simple electronic circuits from Dennis Vance, and studied on my own a lot (relationships between art, science and technology, cybernetics).

More than any other teacher I’ve had, Dr. Tom Hudson was a massive influence on me throughout my art student years. Under Tom’s tutelage and inspiration, I learned about visual literacy, and undertook experiments in colour and drawing in the Bauhaus and British post-war traditions. The main difference was that all my “vis-lit” research for Tom was executed on a microcomputer, using a commercial paint program. We were actually exploring and developing work in computer-based visual literacy. This extracurricular research work was used in Tom’s educational television series “Mark and Image”, and also published in two of his academic articles for the British Journal of Art and Design Education. These events remain my academic high-water marks, and form the springboard of my interest and development as a digital designer.

By a couple of years after graduation, I was developing icons, layouts and animations for the user interface of what was to become North America’s first home-based banking system. From there, my interest in GUI design and web design was born. Since that time, I’ve enjoyed working with software designers on GUI design projects for TV, game consoles, PC and web-based applications. The essentials of visual literacy, colour, design, perception, and user expectations have all been developed and refined through those practical, real-world design projects.

Now, 21 years after graduating from the ECCAD four year program and receiving my diploma in fine arts, I look at the preponderance of digital media and information systems in the world around me, and I’m amazed at how much that culture and technology have converged, and have even seemed to become practically inseparable.

I think that good digital design is more important than ever, and being able to work in multiple media, multiple formats and multiple modes of thought (artistic, technical, exploratory, practical) seems to me to be more important than ever.

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On Research and Digging Deep: Setting the Tone for Believability

The raw material of a story or any creative work probably comes from at least two kinds of sources: the Subjective, and the Objective. Somewhere between these two seemingly opposite categories sits the Artist, who must decide how and when to engage either approach, and whether to use an unbalanced or balanced approach.

(This is a brief followup on the theme of researching for my next novel, “The Two Sisters”.)

I’ve probably stated this before in previous posts, but factual research is a big deal to me. I don’t claim to be the most tenacious digger of facts, but if, as a Reader, I can’t relate to some level of realism in a story or its characters, the author will easily lose me.

The raw material of a story or any creative work comes from two categories of sources: the Subjective and the Objective. Subjective material includes events, memories and things of with which you have a direct personal involvement and/or memory. They can also be fuzzy, under-defined, elusive or prone to contradiction – after all, they are your memories – and from my experience, human memory is fragile and subject to change without notice. But, still, it’s yours and you own it, and it’s there to be utilized.

Objective material means, to me, information that has been documented, and hopefully verified, by third parties, associations, papers or contains some testament as to its proof, like scientific research.

Somewhere between these two opposite categories sits the Artist, who must decide how and when to engage either side, and whether to use an unbalanced or balanced approach.

For example, I remember an article by James Bond creator, Ian Fleming, who advised writers that when creating a thriller novel the author must include enough realism to provide a solid base upon which the more fantastic elements of the story can stand. In other words, Fleming said that if you can initially establish believability and credibility in the known and possible elements of your story (the recognizable places, personalities and objects), the reader would be more likely to accept and engage in any unknown or seemingly impossible elements.

This kind of social realism is a core approach that I took in my first novel, Owe Nothing, where I tried to create a detailed, recognizable, and somewhat gritty  portrait of my home town of Vancouver, BC. I tried to kind of iconify settings such as rusted, rotting motels, junk-strewn alleys and fast food drive-thrus. I’ve read some novels which, in my opinion, have almost no scenic descriptions at all; everything is described in between a character’s ears, but almost nowhere else (“The Boys From Brazil”, I’m looking at you).

By contrast, thriller/detective authors like Ian Fleming, Dashiell Hammett and especially Raymond Chandler, have a way of bringing places to life and almost transforming them into characters in their own right. In “The Lady in the Lake”, Chandler makes you taste the dust inside the deserted lakeside cabins in a little town. In “Live and Let Die”, Fleming evokes the neon sights, blues and jazz music, speech patterns and emotions of Harlem in the mid-50s (at least from the perspective of a middle-aged Englishman). Rich settings like this help to involve the reader in the world to a greater degree, and to legitimize and contextualize the characters.

Subjective work can be more elusive and difficult to feel confident about. I have a major character in “The Two Sisters”, Rose, who in her teen years suffered a horrific personal assault – the kind that I’ve never experienced personally. To create this event for Rose, I had to dig down into a few scared, sad moments from my own youth (as well as read testimonies from other sources) and synthesize the character’s physical and emotional responses, layering them with the in-the-moment sights and sounds that add a level of irony, symbolism and drama, all while relating to larger plot line and themes of the story.

Often, the subjective and objective aspects are intermingled. In her later years, Rose becomes a long-term resident of a psychiatric hospital. I began to describe her appearance and behaviour quite easily, since I based her on my late mother, who was a 14 year resident of BC’s provincial mental health facility, Riverview Hospital.

However, describing the specific medication or intimate details of the day-to-day life of a Riverview resident are much more difficult, and require research to be accurate. Few people will ever try to refute your subjective personal experiences or opinions, but things that are objective, verifiable matters of record are certainly more vulnerable to scrutiny.

It’s the Author’s job to set the terms for believability and plausibility inside the worlds and the characters they create. I haven’t become skilled enough to let my characters push the bounds of believability within their own worlds (i.e. to bust through that invisible wall to the audience, as it were), and use the voice of an incredulous reader (“that doesn’t seem real to me”, etc.) but perhaps one day…

At the end of the day, no work can be perfect. I think that most readers are willing to forgive minor inconsistencies or errors, so long as they believe that the author has made their best effort to get the facts straight and to present an entertaining and believable story.

Related: http://ejohnlovebooks.com/2010/08/research-photos-from-riverview/

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Research: Photos and Feelings of Riverview Hospital

My second novel, tentatively named “The Two Sisters”, deals with some aspects of mental illness and alcoholism, through the lives of two sisters, Connie and Rose.

Rose has a history of mental illness, as well as substance abuse issues, and when my main character, Jack (her nephew) encounters her for the first time, Rose is fairly heavily medicated and tied into a wheelchair so she doesn’t fall out. Rose is a long-term resident at Riverview Psychiatric Hospital, a slightly fictionalized version of the real hospital, which is located in Coquitlam, BC.

My second novel, tentatively named “The Two Sisters”, deals with some aspects of mental illness and alcoholism, through the lives of two sisters, Connie and Rose.

Rose has a history of mental illness, as well as substance abuse issues, and when my main character, Jack (her nephew) encounters her for the first time, Rose is fairly heavily medicated and tied into a wheelchair so she doesn’t fall out. Rose is a long-term resident at Riverview Psychiatric Hospital, a slightly fictionalized version of the real hospital, which is located in Coquitlam, BC.

Writing Convincingly About Mental Illness

I won’t write about something unless I have at least a little experience with it, and I try to do enough research to fill in any remaining credibility gaps. That’s my explanation for studying and sharing the photographs at the links below. But that’s just the external research part: my claim to street cred regarding Rose’s mental illness and being at Riverview Hospital comes through my mother, Angela Huntley Love (nee Clarke), who was a long-term resident at Riverview for 14 years. A good deal of my portrayal of Rose’s initial appearance and behaviour was based on my poor Mum. My wish is to use the events and emotions from my many visits at Riverview with Mum to evoke some of the sadness, joy and confused feelings that I experienced.

Riverview Hospital seems to be often in a state of transformation. This is probably a reflection of our gradually changing approach towards mental health care and the mentally ill in general. I hope it will continue to change for the better, in order to better serve those people who need it. In my only moderately informed opinion, there are still too many folks on the street who need mental health care.

Photos of Riverview

Here are a number of photo galleries I’ve found of Riverview Hospital complex. Some of them are quite beautiful, displaying the trees, flowers, lawns and sunny days that you’ll find on the grounds during the spring or summer months.  There are also quite a few photos that show the disturbing amount of degradation that old age and lack of maintenance have wrought on the closed buildings. West Lawn in particular, is the most haunting. It was already closed in the 1980s when I started visiting my Mother at Riverview.

http://www.flickr.com/photos/bobkh/sets/72157594534559416/

http://www.flickr.com/photos/ephotography29/3258999854/

http://www.flickriver.com/photos/the-bh/1067953811/

http://www.flickr.com/photos/shoes_on_wires/4448755346/

The darker photos in these collections reflect, to me, the downsizing, decentralization and relocation of hundreds of patients during the 80s and 90s.

Showing these darker images is not intended to stigmatize mental illness in any way, but instead to show how our major institution has changed over time. The images also helped me to connect with feelings of despair, sadness or loss that I once felt for my Mother. That is real too.

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