Discussion

Revision 6 as of 2008-10-04 12:57:55

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About the ideas behind this effort, the Mindset we would like to see adopted by a wider community and on how to discuss artwork.

Why Kyūdō?

In the Japanese art of archery, it is said that correct shooting will inevitably result in correct hitting. The process of shooting is celebrated, no unnecessary steps are taken. The practitioner aims to achieve a state of total concentration, of no superfluous thoughts and no illusions.

There can be no pretension that what we want to do would happen on a similar level. However, the idea that an optimal result follows from an optimal process, deep respect to ourselves, tools and technique and seeking strong focus, shall be our inspiration.

Principles

Decisions based on facts are best. Decisions based on assumptions are better than random decisions.

Strict and tight requirements help us, because they restrict the otherwise infinite space of possibilities in design and make it manageable.

Ideas, Opinions, Collaboration

It would be good for both productivity and spirit to get a community involved with creating and maintaining a theme or set of themes.

The artwork community suffers from an influx of random ideas followed by random opinions at the start of each release cycle. It is often unclear what people are trying to achieve with their ideas. Assumptions are made, but not communicated. There's no basis for discussion and teamwork, if the intentions and assumptions are unknown.

Opinions often come down to a "I like this" or "I don't like that". The value of such opinions brought forward on the list, IRC channel, forum and many other places are overestimated by some. Just because someone is vocal doesn't mean that they have any insight or can speak for others. We must assume that we do not hear from the majority of users.

Opinions without reason and context are not helpful. There are so many and often conflicting ones. It is not that interesting what our artwork means to a single random person, of whom we might not even have background information. We have to ask what it is likely to mean to our audience in the context of what we want to achieve.

We need to pull hidden assumptions into the light to either share or falsify them. We need a tool to overcome personal taste, something that can be used as measure for all efforts. A central set of goals is required to get people to work together in a meaningful way. This falls in line with the needs of this design process itself.

Education and Competency

There's a lack of skilled and trained artists and designers in the Free Software world. A highly visible and structured ongoing design process should have educational value. It can serve as introduction and training ground for newcomers. Showing competency might attract skilled and knowledgeable people who would otherwise worry about being met with ignorance.

Discussing Artwork

If you present an idea or artwork, you should state

  • what you are trying to achieve with it.
  • who should be the audience.
  • the relevant assumptions you made.

If you want to criticise artwork, you should know about the above. But if you do or don't, it can be rewarding to express what you would think the artwork implies by itself.

It is often enlightening for the artist to have his work described by others.

You should not try to make people feel good about their art regardless of actually perceived quality. While no one should be discouraged from being creative, people need honest feedback to improve and to know where they stand. For some, this might not be the right venue at all. However, make a practice out of looking for and listing not only bad aspects, but also good aspects.

Consider the amount of work that was likely required to create what you are criticising. Adjust your own effort and care accordingly.