PROGRAM: Making something out of nothing
Well, I got up just in time to toast a raisin bagel and grab some coffee before heading to one of the first four sessions today. I chose Visual Shortcuts. Napo (his Dad used to call him Napoleon) Monasterio works at the Birmingham News, and his presentation was engaging and informative. He took us through his thought process on a few of his pages and gave us some steps to follow...
1. Create the concept (you, your brain and plenty of scrap paper)
• CONTENT, CONTENT, CONTENT. You need it to create good pages. If you don't have it, take it up with your editors. Don't settle for bad content or bad art. Do something about it...
• What to aim for: accuracy, simplicity, the right tone
Don't illustrate just to pretty up the page. Make it tell the story in a visual way. Make sure you tell it as simply as possible. And, of course, tell it in a tone appropriate to the story.
• The first steps: read the story, brainstorm, put it on paper
Ok, of course, reading the story is easier if you actually have the story ahead of time. But at the very least you need to have a good idea of what the story is about. From that, make notes, write down key words, brainstorm. Find what direction to go with your visuals. Then, make a scetch to show to those around you that can't conceptualize. It'll be easier to sell the story that way.
2. EXECUTE THE CONCEPT
• The first steps: the concept, the gathering, the fun begins
Make sure you've done #1. It will be easier to execute a concept if you actually have one. Then, gather your stuff and go!
• Tools of the trade
The scanner:
Good because you don't need a photographer, and you can illustrate from your desk.
Bad because you can't scan huge objects, and they may look flat.
The studio
Good because you can get any kind of art you want, any way you want it.
Bad because it can be a bit more time-intensive than you're able to afford.
Stock Art
The options are endless, and how you use it is up to you.
But... Don't overuse it. Readers don't want to see the same basketball in the paper every day.
File Art
Good because it can be more specific to a topic.
Be careful to use it to illustrate stories accurately.
Illustrations
The possibilities are only limited by the talent.
However, it can be time-intensive to illustate some things (but then again, drawing on a napkin only takes a minute).
Type- the ultimate make-something-out-of-nothing tool
It's an effective way to put your content into motion, but it can be easily overdone, and you always want to have good content to begin with. Putting bad content in 120 point type doesn't make it good.
3. SELL THE CONCEPT (have a plan and be willing to compromise)
• Explain to editors how you're telling the story visually, not just making the page pretty. Expect them to have a little more trouble conceptualizing at first. Be patient. Warm them up slowly to these "crazy" ideas. And make a sketch! Then, hold your ground (but be willing to compromise).
1. Create the concept (you, your brain and plenty of scrap paper)
• CONTENT, CONTENT, CONTENT. You need it to create good pages. If you don't have it, take it up with your editors. Don't settle for bad content or bad art. Do something about it...
• What to aim for: accuracy, simplicity, the right tone
Don't illustrate just to pretty up the page. Make it tell the story in a visual way. Make sure you tell it as simply as possible. And, of course, tell it in a tone appropriate to the story.
• The first steps: read the story, brainstorm, put it on paper
Ok, of course, reading the story is easier if you actually have the story ahead of time. But at the very least you need to have a good idea of what the story is about. From that, make notes, write down key words, brainstorm. Find what direction to go with your visuals. Then, make a scetch to show to those around you that can't conceptualize. It'll be easier to sell the story that way.
2. EXECUTE THE CONCEPT
• The first steps: the concept, the gathering, the fun begins
Make sure you've done #1. It will be easier to execute a concept if you actually have one. Then, gather your stuff and go!
• Tools of the trade
The scanner:
Good because you don't need a photographer, and you can illustrate from your desk.
Bad because you can't scan huge objects, and they may look flat.
The studio
Good because you can get any kind of art you want, any way you want it.
Bad because it can be a bit more time-intensive than you're able to afford.
Stock Art
The options are endless, and how you use it is up to you.
But... Don't overuse it. Readers don't want to see the same basketball in the paper every day.
File Art
Good because it can be more specific to a topic.
Be careful to use it to illustrate stories accurately.
Illustrations
The possibilities are only limited by the talent.
However, it can be time-intensive to illustate some things (but then again, drawing on a napkin only takes a minute).
Type- the ultimate make-something-out-of-nothing tool
It's an effective way to put your content into motion, but it can be easily overdone, and you always want to have good content to begin with. Putting bad content in 120 point type doesn't make it good.
3. SELL THE CONCEPT (have a plan and be willing to compromise)
• Explain to editors how you're telling the story visually, not just making the page pretty. Expect them to have a little more trouble conceptualizing at first. Be patient. Warm them up slowly to these "crazy" ideas. And make a sketch! Then, hold your ground (but be willing to compromise).

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