Sunday, 8 November 2009

What I watched today

Today I have watched a documentary about Annie Leibovitz.
The reason why I was watching her documentary is so I can have a bit more understanding of perception.
The film show's what kind of person Annie Leibovitz is, what her photos contain and how she became a photographer.
After watching this I felt that I have learnt a bit more about Perception. Which is that photos need to mean more than just pictures, they need to tell a story or talk about the subject. But all of this is about the meanings in photos, what people think about when looking at them? And how does it make them feel?
When I was looking at the photos, Annie Leibovitz have taken, I really like how the colours set the mood of the picture, and the outfits the subjects have to were to make the photo that much effective.
All I have to say is that the documentary was really good and I felt it did helped me a bit on understanding perception on photographs a bit more.


  1. Interim Online Review - Unit 2 : Space 10/11/09

    Hi Shahbir,

    Okay - your engagement with this unit and the cultural programme is much improved on your first five weeks, and as I suggested in an earlier post, I've enjoyed your reviews of the films. That said, your blog is still very weak in terms of your visualisation of the various scenes; yes, you've done a few preliminary sketches, but I can't see any evidence of you taking an idea and refining it, via drawings, via more drawings, via research etc. If you visit Ruben's blog you will note how organised his 'workflow' is - a scene from the text, developed into thumbnail sketches, which are then selected out and refined, and then used as the basis for a more resolved digital painting. In this sense, I can follow his ideas from a to b - his 'creative methodology' is very clear to me and very satisfying. You must better organise and order your creative development and I strongly suggest you model your own approach on that of your classmates - observe how they use their blogs, observe how they show the development of their ideas and do similarly.

    I want to see much more drawing, visual reference and digital painting on your blog; also, so far there's been little or no mention of the Pit and the Pendulum - remember, you have 3 drawings to produce over the next 2 and a half weeks! You must speed up, Shahbir!

    See the second comment for general advice re. the written assignment

  2. Written Assignment stuff…

    Some general structural advice regarding framing your essay in the more general context of ‘production design’ – by way of introduction to your specific case-study (i.e. the movie or game of choice), you’ll need to demonstrate your understanding of the purpose of production design/designers in enshrining certain ‘narrative values’ within the look of the production; you should discuss the general aims/objectives/definitions of production design – see below:

    “Before designing anything, the designer develops a "design concept," an overarching metaphor for the film's appearance that governs individual choices. This "concept" may or may not be established in conjunction with the director. Once settled upon, however, it structures all decisions made, helping the art staff to give an individual film visual distinction.”
    Read more:

    You’ll find alternative definitions that you may want to include, but your following analysis of your chosen exemplar should be an in-depth discussion of that ‘overarching metaphor’ that organizes all the various components of the production’s design; you need to be looking for recurring motifs, colour values, use of space, set-design etc. that, collectively, create ‘the look’ and be able to talk insightfully about the narrative contribution of ‘the look’ – i.e. – how does it assist in the audience’s understanding of the narrative or thematic framework.
    IMPORTANT; try and think of your written assignments as ‘complete worlds’ – i.e., that they must contain all information necessary for your reader to follow your discussion coherently. Never presume prior knowledge on the behalf of your reader; do not, for instance, presume that your reader understands or is familiar with ‘Production Design’ – you always need to define your terms WITHIN the essay; likewise with films and games; give their release date, their director etc. Use footnotes to give definitions or information that would otherwise interrupt flow of argument; for instance, if you don’t want to pause rhythm of sentence by giving reader additional information about a particular artist or designer, use a footnote to put this data into the ‘margins’ of the discussion. On Word, goto to Insert and then ‘Footnote’ to install footnote at bottom of page.

    AVOID DESCRIPTION – obviously, you will need to give some plot details to contextualise the scenes you want to discuss, but I don’t want a blow-by-blow account of the game/film; give a brief précis and get on with the ANALYSIS.

    Below is a list of useful websites; use them in addition to other sources of reference (books, docs, making ofs) to SUPPORT your observations; you need to gather EVIDENCE to corroborate with your analysis. GENERIC observations (i.e. ‘stating the bloody obvious’) are to be avoided at all costs. Tell me something I DON’T know!


    The gloves are coming off; the brief asks you to produce 1,500 words… and that’s what I want; shortfall assignments will be penalized accordingly – or failed.

    Good Luck! ☺