Bibliography

Baig, M U. (2022, August, 11). Mascot advance logo design: Adobe illustrator cc [video]. Skillshare. https://www.skillshare.com/en/classes/mascot-advance-logo-design-adobe-illustrator-cc/1244572670

Carlow, E. (2020, November, 23). HOW TO FOLD A ZINE [video]. Youtube. https://youtu.be/3eLlCctW8Dc?si=ot13ohlyvfU-H_w5

Contino, J. (2018). Brand by Hand: Blisters, Calluses, and Clients: A Life in Design. Abrams.

Crow, D. (2007). Visible Signs. An Introduction to Semiotics in the Visual Arts. AVA Publishing.

Davidson, F. (2014, October, 20). How To Design Sports Logos: Create Your Own Team Mascot [video]. Skillshare. https://www.skillshare.com/en/classes/how-to-design-sports-logos-create-your-own-team-mascot/1492205793

Dawson, P. Foster, J. Seddon, T. Adams, S. (2012). Graphic Design Rules: 365 Essential Design Dos and Don’ts. White Lion

Draplin, A. (2016) Draplin Design Co. Pretty Much Everything. Abrams.

Evamy, M. (2015) Logo: The Reference Guide to Symbols and Logotypes (mini ed.) Laurence King

Heller, S, Pomeroy, K. (1990). Designing With Illustration. Van Nostrand Reinhold

Jevtovic, M. (2021, January, 12). Learn how to create a Professional Sports and Mascot logo [video]. Skillshare. https://www.skillshare.com/en/classes/learn-how-to-create-a-professional-sports-and-mascot-logo/898975080/projects

Kleon, A. (2012). Steal Like An Artist. Workman Publishing Company, Inc.

Martin, J. (2021). Made by James. The Honest guide to Creativity and Logo Design. Quarto Publishing Group USA Inc.

Metonym. https://dictionary.cambridge.org/dictionary/english-chinese-traditional/metonym

Morr, K. The 7 types of logos (and how to use them). The Creative Edge. https://99designs.com/blog/tips/types-of-logos/

Öz, G., & Timur, Ş. (2022). Issues of Power and Representation in/of the Local Context: The role of self-reflexivity and positionality in design research. The Design Journal, 1–18. https://doi.org/10.1080/14606925.2022.2088097

Paterson, W. (2023, April, 7). Is Adobe AI Firefly the Future of Graphic Design? 🤨 [video]. Youtube. https://www.youtube.com/watch?v=iX_ZiiuOwlw

Pérez C C. How to Make a Zine: A Kid-Friendly DIY Guide. Brightly.com. https://www.readbrightly.com/how-to-make-zine/

Peters, A. (2023) Logos that Last. Rockport.

Reed, D. (2022, April, 20). Drawing Cartoon Humans! Part 1 [video]. Skillshare. https://www.skillshare.com/en/classes/drawing-cartoon-humans-part-1/1420290431

Robinson, K. (2006, February). Do schools kill creativity?[Video]. TED Conferences.

https://www.ted.com/talks/sir_ken_robinson_do_schools_kill_creativity?

Schön, D. A. (1983). Reflective Practitioner. Taylor And Francis.

Smith, J. [@jamessmithpt]. (2022, June 30). Swimmers Body Illusion. [video]. TikTok. https://vm.tiktok.com/ZGeuYy8Vt/

Soto, D. (2014) Know Your Onions: Graphic Design: How to Think Like a Creative, Act Like a Businessman and Design Like a God. BIS.

Zeegen, L. (2012). The Fundamentals of Illustration. AVA Publishing.

Research Synopsis

Approaching this project, I felt like I was trying to shoe horn in my own desires to upskill my design practise, into a question that potentially wasn’t trying to get me to do that. I knew from the start that I wanted to address the issue of my own desire to work on my illustration abilities and, although I do think I did a good job folding that idea into the positionality question, I am also aware that I may have taken some liberties with the exact interpretation of the question.

Although I am happy with how I went about this project, I am aware of the possibility that knowing exactly what I wanted to research and to achieve in this project would potently restrict the organic nature of research that could have lead me in a different direction, or made different discoveries.

Having said this, I do feel like there were advantages to working this way, i.e. knowing the route I was travelling down. It meant that I was a lot more invested in the project and its outcomes. This meant that I spent a lot of time working on primary and practise research which I think paid off well in the end.

I was pleased with the range of research methods I used; reading articles, books, completing online courses, conducting interviews and different filming methods first hand. It was great to be able to use real praise in this project as I had some client work come up that meshed in well with my research.

The most challenging thing I felt with the project was, as strange as it is to say, that I had too much time. At the beginning of the project I really enjoyed getting stuck in to the research and the practise based research. However, after a while I felt like the project had stretched out too long and I was treading water. I knew from an early stage, from talking to people, that the conclusion to this was going be a lifetime of learning; speaking to more people, working on my illustration more, and so the fact that I had made that realisation at Christmas for a project that was wrapping up in May, meant that some of the research felt like filler to a conclusion I had already half formed.

Again, I am aware that settling on my research area very early on, and making it fit the question had the potential to be a challenge in itself, but I am happy with the results of this work and do feel like I have improved my practical work as well as how I feel about my position as a designer.

I think one of the big unsaid take aways from this project, was really that it was about Impostor Syndrome - a thought process in that one thinks of themselves as not capable of the work they have been given and will be ‘found out’ to be a fraud. I think this is something everyone has in one form or another and I think a lot of the positives of this project were that maybe I wasn’t as bad at illustration at the start as I thought I was, or that I’m good enough at Graphic Design that I don’t need to worry so much about not being the best illustrator in the world. Because the best illustrator isn’t going to the best Designer and vice visa. It’s important to keep working, knowing you’re never going to be perfect, but as long as you keep developing you’ll get better at all areas of your work.

Having said that I felt like the project went on too long, to completely counter my own point, I do wish I had been able to speak to more people about their practise if the project continued. When speaking to Ken Ashton, he spoke about a colleague of his that was an illustrator, and how they would interpret briefs differently. I wish I had been able to speak to him as well. Unfortunately that wasn’t able to happen and so I wasn’t able to include it in my research.

All in all, I’m very happy that I’ve spent the time in the this project wisely. I have learned some genuine skills that weren’t strong before and that I’ve already been able to use in my practise. As stated above, I’ve also spent a lot of time during this project being self reflective about my work and how others feel about their work, which I feel strongly has made me a better designer. Which was the point in the first place.

Resolution

Throughout my research, I’ve read about, spoken to and watched a lot of illustrators talk about their work and their processes when creating work. I feel like my biggest takeaways from this project are that, firstly, it’s difficult to get people to discuss their work in a way that really explores their process entirely. This is either conscious or sub-conscious, or simple the “language of designing.” (Schon, 1983). However, this means it’s difficult to really dissect the reasons behind decisions when creating work.

Secondly, the other takeaway has been that this is something that people who can draw, and have a passion for drawing, do all the time. At the very beginning of this project I spoke to Darren Tate about his drawing style and he explained that a lot of what he does and the way he draws, is just how he’s been doing it his whole life (Tate, 2023) and this view point has been echo’ed throughout the whole research project. People who can draw, draw.

I do feel that I have developed a lot of my practise in this project but the fact remains that 99% of my work is non-illustrative graphic design: layouts, marketing assets, posters etc. And so I don’t have the opportunity to work the mussel of drawing enough to keep the skill up to the level required.

And so to resolve the project, it felt like to logical solution would be to make my own guide, that I can refer to whenever I need to emulate an illustrative piece of work. Something simple and handy that I can refer to whenever needed, that includes all the steps and tricks that illustrators use to create work.

Looking into the world of zines, I came across what’s known as a ‘Mini Zine’. This is a zine that can be printed on one sheet of paper. Then folded and cut in a way that creates an 8 page booklet.

I started by working out the steps I wanted to include in the guide, and then the pagination of the zine. I wanted this to have its own illustrative feel as thats what we’re talking about, and make everything as straight forward and simple as possible. And here’s the results:

This is now something that can live on my desk and be picked up whenever I need to remember how to use the skills I’ve learned in this project.

AI - Experiments

Being that I’m doing these experiments in 2024, and design and As I’m doing these experiments in 2024, and design and illustration are at the heart of what I’m doing, it’s impossible to ignore the impact of AI on the subject.

With Adobe Firefly launching in beta last year, I haven’t really had a chance to play around with it, see what it can do or use it in any of my work.

A large concern of many designers with AI is that true AI still is yet to be made - In the sense that it is creating something truly unique. Instead, generative AI takes the prompt, ‘man sitting on a log’ for example, goes out to the internet to find hundreds of pictures, illustrations or graphics of men sitting on logs, and stitches them together to make a new piece of work. However there are lots of ethical issues, not to mention copyright issues, with using AI generated work and passing it off as your own. As YouTube designer Will Patternson explains in his video “Is Adobe AI Firefly the Future of Graphic Design? 🤨” Adobe have gotten around this copyright issue somewhat by its AI only sourcing from the Adobe Stock library and therefore, the images being stitched together are based on work that was intended to be used by others (Patterson, 2023).

My own personal reservations with using AI, besides the copyright and ethical issues, are that every piece of AI generated work I’ve seen to date, is A) extremely complicated and B) looks very much like it’s been made with AI.

To explain; When making a logo or a logo mark or a mascot, the rule is always KISS (Keep It Simple Stupid) This mark or drawing needs to work on giant billboards and favicon alike - Meaning that it needs to be scalable. Generative AI seems to suffer from the same issue Live Trace does. Live trace is the software within Adobe Illustrator that turns raster artwork into vector artwork. With both systems, as far as I’ve seen, they make too many vectors! You end up with so many colours and points and handles, that the artwork looks exactly like it’s been made with AI or Live Trace and any designer can spot it a mile off. When you scale it up to the size of a poster or billboard, all you see are the thousands of extra lines and colours that no human would put there.

But that may be different with Adobe.

I’ve been working with a client recently who needed a brand identity for herself as a stunt person and TV presenter. I’ve been working on a few ideas already that are logotype based but thought it might be good to use AI to explore an illustration path. This feels like it could work well as the client is of Vietnamese heritage and has said explicitly to ‘lean into that as hard as you can’! It feels much better for a computer to do that, than for me to!

Here are a sample of my prompts and there results:

“Asian stunt woman logo”

“Asian stunt woman”

“Asian woman smiling”

“Portrait Asian Woman Smiling”

As you can see the results are varied. There is a slider in Illustrated labeled ‘Detail in vector graphic’ that goes form ‘Minimal’ to ‘Complex’, but even with the this set to minimal, we still end up with overly ‘vectorised’ looking images. Again, too many colours and too many points, but I will say a lot better that live trace does. The other major issue I have with these results is it basically isn’t what I’m looking for. And if a tool doesn’t do the job you need it to, it isn’t a very useful tool!

However, there is some light at the end of this tunnel. I think what this is actually most useful at is providing a reference to start from and adapt to fit the work you currently have.

For example I took this portrait:











And treated it the same way I did in the Fraser Davidson tutorial in this project. I faded it back, and thickened and simplified the lines to create a more ‘logo’ looking version of it.

I then attached this to the body I had sketched from a photo of Sam (the client) and with some line thicken tweaking and moving a few things around, was able to create a logo that works reasonably well. I’ve even show it to her as I starting point and she likes where it’s going to with a little clean up and adding some colour I’ll be on my way to a successful logo.

So to conclude, I think AI defiantly has it’s uses and is a great resource if you’re able to adapt the results to fit your work. But it’s not the quick fix to graphic design that it’s being heralded as. You can’t say ‘draw my a logo for an asian stunt woman / tv presenter’ and it spits one out. At least it didn’t for me, so I glad to say I think my job is secure for a few more years!

Primary Research - Ken Ashton

Ken is a Graphic Designer and creative lead working at 1721 Studio in Portchester, just outside Portsmouth.

Ken explained a colleague of his, who’s background was in the Illustration but had turned to Graphic Design, when illustration work hadn’t been as lucrative as needed. It’s very interesting to hear a case study where two people are working together on the same projects, with the two different backgrounds that I am researching. Ken explained to me the big difference between their initial approaches to how they start a project. The illustrator would be straight into the project with sketches with lots of visual outcomes, research and thought processes. Whereas Ken, trained as a graphic designer, would work more with words and ideas in a text based form. He would work through ideas before visual solutions even came into the thought process.

These two approaches are interesting to think about. The Illustrator, called Dave, would take a word and ping off of that with an idea, and then ping off of that with another idea and spread out from that central point. Whereas Ken, and I consider myself to be more like this, would be what he calls ‘more analytical’ (even thought he doesn’t consider himself an analytical person). This would result in maybe more avenues of progression that could be explored.

I asked him the obvious, yet understandably annoying, question of what do you think is more effective and did he ever wish he was able to work like that. The answer he gave obviously explains why it’s better to have lots of people working at an agency on one problem, because sometimes one way works well and sometimes the other does. Most of the time, both work well together and the strengths of each practise give different solutions to the problems.

I asked Ken what his opinion was on one of my original questions at the start of this project - Is it easier for an illustrator to become a graphic designer or vice visa? Ken explained that it depends on the person. He knows lots of people that have done both things, and admits that maybe it is slightly easier for a designer to learn illustration, as I am attempting. Where there is a lot more theory and strategy with graphic design, the people he knows that came from illustration don’t have this. One reason for this, Ken suggests, is that the term Graphic Design is very “broad”. There are lots of areas to specialise in, work on and get good at, and you don’t necessarily need to know all of them to do any of them.

It’s going to be very interesting to speak to Dave, Ken’s illustrator based colleague, about how he felt transitioning to graphic designer and what he feels is the ‘easiest’ path.

Primary Research - Matt Emmins

Back at the beginning of this research project, one of the areas I wanted to explore was the way that illustrators work with designers in the industry. alternatively, how those two skill sets work together if they are being covered by one person and if a leaning towards one skill over another was beneficial or had any impact of work flow.

So I spoke to a few working designers to discuss their practise and approach to work. The first was Matt Emmins, a Graphic Designer working for himself and at the agency Other Media in London.

Matt discusses that, like me, he can “draw and I doodle all the time, but like I don't necessarily have a illustrative style”. Using a reference image, he could produce something in a specific illustrative style. This is something I’ve come across in my work also, where I’ve needed to make something illustrative for a client, be it a greetings card or some more corporate illustration. I’ve researched the type of work I want to replicate, and then used that as a jumping off point to make more work. But as Matt says, this can be very time consuming.

When asking about how designers and illustrators interact with each other on the projects, Matt explains that it is usually the case that he, or the project leader, will wire frame out sites of pitch decks and leave space where they want an illustration. Matt or the project leader would then brief someone, or themselves, on the specific requirements for that illustration. This implies a hierarchy of ownership and requirements in each project, and it could be said that graphic designers sit above illustrators in this way. They decide where things are going to be in the layout or the artwork, and then asking the illustrators to produce work that fits within that framework.

Another interesting point raised in this briefing process that I would not have thought about before is the idea of a guideline for the illustrator to stick to in regards to line weight, colour and style. It’s interesting to think about how much you can brief and dictate to someone who probably has their own style, but may not be able to stick to it completely if there are hard and fast rules about how and what to draw. This makes me think that maybe it is advantageous to not have a predetermined style that you can’t deviate from as this may hinder you in producing the type of work required for the brief.

I think the real take away from this conversation, is similar to the conversation I’ve had with Darren Tate and read in a number of books; Illustration is something that illustrators do every day and always have done. And when thinking about positionality of designs “vs” illustrators or how they work together, I design every day and my work means I think about designs and ways of designing every day.

It makes me think about fitness video I saw once on TikTok by a fitness creator James Smith. In it, Smith talks about the ‘Swimmer’s Body Illusion’, a fallacy in which people think they should start swimming to get in shape because all swimmers are in shape. However the truth is that “Swimmers don’t look the way they do because they swim, they swim because they look the way they do” (Smith, 2022). Meaning people who are predisposed to swim, have swimmers bodies, are therefore good at swimming. Being good at swimming makes you want to swim more and so you become a swimmer!

In the same way, people who are good at drawing, draw more, get work drawing and have success drawing and therefore, don’t move into other skills. The same could be said for designers. I used to draw as a child and student. But then I began to take pictures, I started designing and I had success in  meant illustration wasn’t something I had time for alongside that. I guess everyone only has so many hours in the day and only so much RAM in their heads to work on certain things at once. This conversation was the first time where I thought it might be a good thing to not have a specific style or pigeon hole yourself to much, as this allows a designer or illustrator to be more flexible across all projects.

Experiments in Practise - The Blue Chickens

Using the techniques I have discovered and learned on the online tutorials from Baig, Jevtovic, Reed and Davidson, I wanted to once again experiment with a mascot logo to provide a benchmark to compare my first fox logo to. This time a chicken…

Using the illustration techniques explained to me by Darren Tate at the beginning of this project, and combining them with the outlining techniques discussed by Davidson, I started this by marking the ‘Lines of Action’ and also the main sections of the chicken.

Using the reference image, the section lines and the lines of action, I started to flesh out the image of the chicken and then brought this image into Adobe Illustrator.

One of the key take aways I’ve learned so far during this project, is to move away from the reference image as soon as possible and to use the last iteration of the image as the reference for the next. This allows you to be unrestricted and move away from making choices which might make the final product too realistic, or too close to the original reference image. And so I began the process of vectorising my sketch.

I wanted to caricature the image somewhat in order to give it expression and dimension. Using the techniques in Reed’s ‘Drawing Cartoon Humans’ course, I simplified the comb (the red flappy bit on top of it’s head) of the Chicken, stretched and enlarged the beak and enlarged the eye to fill the space around it (this was to make it a larger focal point and give it an angry glare). This worked for the identity of the fictional sports brand as an aggressive mascot. This wouldn’t work out so well for a chicken restaurant for example.

Once this was complete, it was simply a case of finishing the logo of with type and an emblem and colouring the chicken. And so The Blue Chickens were born!!

More Tutorials

Furthering my research into mascot logo design, I worked through a few more tutorials on skillshare.com. The first was “Mascot advance logo design: Adobe illustrator cc” by Mirza Usman Baig. Though this course was very similar to the original Davidson one I worked through a few weeks ago, it was still very useful. It’s good to hear the same ideas reinforced by other designers, as it means these are used across the board in mascot design.

Similar to Davidson, Baig used a reference image of a bear to ‘trace’ over the key aspects for the face and then extrapolates the design from there. Baig uses a method of drawing half the face and mirroring, the same as what Davidson did. It makes sense that you would want to have a fundamentally symmetrical logo mascot - I say ‘fundamentally’ as this is famously not the case in the Starbucks logo. The drawbacks with this method, for this tutorial, is that this will only work for a face on mascot. If you wanted a side profile or 3/4 profile, you wouldn’t be able to use this method.

The main issue I’ve been running up against with these tutorials and also during my conversation with Darren Tate at the beginning on this project, is the way people talk about their work. This was something I encountered in The Reflective Practitioner, (Schon, 1983) and is an inherent problem with watching a pre-recorded tutorial such as this. The decision making aspect of the process is often taken for granted or overlooked. I did not feel like a was watching someone make these decisions and therefore, this design for the first time. There were choices made in the drawing stage that were so ingrained in the illustrator that it felt like watching someone trace a project that had already been made.

The second tutorial in this style I viewed was “Learn how to create a Professional Sports and Mascot logo” by Milos Jevtovic.

Jevtovic begins this process slightly differently to the others. Milo uses the sketching software ‘Krita’ which is new to me, and I’m not 100% sure why he didn’t use Photoshop or Procreate, but everyone has their own process. He used this to sketch out the rough lines, shape and features of the Rams Head he was designing, again from a reference image. This was good to see as it was fundamentally the same beginning stage as I have used. The only difference is that I used pen and paper and he used a digital means of creation.

What was interesting to see however, was that once the sketch stage was complete, Jevtovic turns off the reference image completely! He takes the first steps from the reference and then commits to producing a completely new design based on is. This allows the freedom to make choices that serve the design not the reference image and don’t tie him down to anything but his own process. This is shown acutely in the time he spends working and reworking the horns of the ram.

Unfortunately once again, this video has the same issue I keep encountering where the designer, illustrator, narrator does a lot of things and makes a lot of decisions based on seemingly nothing and makes no attempt to explain why they were made. Jevtovic is clearly a talented illustrator and knows how to achieve successful results. But, the only way to gain any understanding or skills knowledge, from this is to watch him work and try to learn through osmosis. This can be difficult when trying to understand what you have learned and how you can apply it to your own work.

The last tutorial I watched was Drawing Cartoon Humans! By Dave Reed. Clearly this is quite a departure from the mascot logo style of tutorials I have been watching so far, but I think it is important move away from that structure to give myself a wide range of knowledge areas that I can learn from, understand and bring into my own work.

Tracing has always been my method when it comes to illustration. Either starting from a reference image or from using bits of other illustrations to Frankenstein work together. But Reed states that “tracing might get you out of habits that you don’t even realise you’re doing” (Reed, 2022). This is obviously a good tip if you’re branching out into new techniques of illustration, but might not be ideal if tracing is the habit you’re trying to break away form

Procreate is a widely used piece of software for illustrators. Reed uses it here and Darren Tate used it in his bumblebee sketch earlier in my research. I need to spend some time playing with it.

It’s very interesting to watch Reed work with no reference image at all. All the tutorials I have worked through so far have used real life images to start their sketch with. It could be assumed that this is because we are dealing with cartoons here and not realistic proportioned figures. This was the same with Darren Tate when I interviewed him. It is again interesting to think that these illustrators have those images in their heads ready to go, or is this another example of not seeing the full process of the drawing?

We get into the same areas of communication and potential issues around them as we did in the other videos here. There is a section where Reed is refining the eyes of the character and he states “you know me, I like to add this line above the eye!” Reed here adds a line above the eye to denote the fold in the top of the eye lid. But the issue as always, is why? I don’t ‘know him’ and I don’t know why he does that but it’s successful and makes the design better. I can only assume he did that once, realised it worked on every design and applied it every time.

I’m starting to feel that I have taken the online tutorial learning process as far as it can go. I need to start speaking to people one on one so I can drill down into these questions as I don’t think these issues will fix themselves on their own.

The only other takeaways from this video were a few tips of drawing and using the software, such as using the liquify tool in Procreate (or Photoshop) to make things larger or move them around. Never put the eyes in the dead centre of a drawing as this gives them a ‘dead stare’.

Experiments in Practise | Photography Logo

In September 2022 I was commissioned by a client to make a design for a business card for her photography business. The brief was in summary, to design a tarot card style card that was a portrait of her holding a camera and the title “The Photographer” as a visual pun on cards such as “The Magician” or “The Devil”. These were the results:

Cut to last week, the client got back in touch with me explaining that she needed a logo based on the card so she could brand documents and social media account etc.. It was clear to me that not only was this a project in which I would create a logo, but also one that meant I could utilise some of the processes and practises I’ve learnt so far in my research project.

The first thing I wanted to address was that the image I had drawn for the client, really didn’t look a lot like the client. This was, as stated at the start of this research project, because I’m not very good at drawing. I had relied heavily on illustration references found online that I could manipulate. I wasn’t really using her likeness as a reference point.

I started the process by printing out the existing design and, like Davidson’s Skillshare tutorial, outlined the key features of the new illustration. Instead of using a reference image to draw directly on top of, I had found a few images of the client online to try and tweak the existing design to.

Once I had drawn this, I scanned in the image and placed it on top to the design in Illustrator.

I used the same techniques as in the fox drawing to thicken the lines and create a new image.

Once I had done this, I made sure I removed the tracing reference image and used the photographic images to refer to, but off to one side. This, I had learned, is a very important stage in the process that I was not doing before. It allows you to treat the design as its own object and make tweaks and changes based on whats going to look the best for the design, not what’s most accurate to the reference image.

Once I had gotten the drawing to a place I was happy with, I placed it into a new logo shape and added some elements from the card as filler.

I was reasonably pleased with the results here. I feel like I’m actually making a lot of progress in quite a short amount of time. By ‘progress’ I mean that I think I’m getting better at illustrations that will work well in logos. My main take aways that I have been able to put into practise are:

  • Thick lines - draw each side of a line separately. This gives the lines weight and therefore they work at small scales, but it also gives an uneven drawn look to the design, as if it’s been done with a pen.

  • Shapes - using geometric shapes as the first step to outline the basic ideas of the drawing.

  • Referencing - removing the design away from reference image as soon as possible. This gives the design it’s own autonomy and doesn’t let you fall into the trap of making it to accurate to the reference image.

Mascot Experiments | Responding to the tutorial

In response to the online tutorial delivered by Fraser Davidson, I decided to experiment with his technique of designing mascots. I followed his instructions as closely as possible in order to ascertain the success and challenges in his techniques in regards to my own practise.

In order to not rely too heavily on his results, I didn’t want to recreate his image of a lion so I chose a different animal, completely at random. This meant I would be forced to take his lessons and adapt them to a different image, allowing me to dive into why and how they work, not just recreate them.

I found this stock image of a fox in a pose that worked for what I needed. In Davidson’s tutorial he suggests using statues as references points, with good reason, but the downside of this is having to find the exact statue in real life. I feel the internet is a much wider resource for this.

Here is the image I used:

The second way in which I deviated from tutorial was in the line drawing aspect. In Davidson’s work he moved straight into Adobe Illustrator, using the pen tool to sketch out the feature lines of the animal. This is the result of honing his skills over many years, using the pen tool in this specific way. I, on the other hand, feel like I would achieve better results using a pencil and pen, and so I marked out the lines and thickened them up with a sharpie after, as per this image:

The next step was the scan my line work and place it over the image.

Once in Illustrator, I followed Davidson’s process of thickening the lines, using that as a guide and then simplifying everything.

A real challenge for myself in this work was to move away from the reference image as quickly as is done in the tutorial. In the past I have always relied heavily on the original stock image and I think this is what has always lead to my illustrations being over complicated. Moving away from this I feel gives the chance to view the illustration as its own object and make changes based on what’s best for it, not on making it look like the original photo.

Here is my final image/logo/mascot:

In the tutorial, Davidson uses a secondary colour to tie the drawing texture but, because I didn’t want to run before I could walk, I’ve left it monochrome. I want to get better at the first step before moving onto anything more complicated.

I think on the whole, this is an ok first attempt. I think the shape of the foxes head is a little odd and needs refining, or made smaller. I also feel like I didn’t have enough structure in the original reference point. I think for the next version of this experiment, I want to combine what I’ve learnt from speaking to Darren Tate about his process and this style. I want to use more geometric shapes to get the proportions of the different aspects of the animal more appealing. I also want to go through some other tutorials and speak to some more people about their illustration methods to get a wide range of processes to take inspiration from.

November Tutorial

This morning I sat down with my course leader to discuss this project in a tutorial. We discussed how things were progressing and what outcomes I had discovered with my research, especially my primary research with Darren last week and my categorisation of logo work and illustration types within logo making.

The two main outcomes of this was firstly about the types of primary research I would be able to carry out, and how I would go about that. I’m being put in touch with a number of UoP alumni and current practising tutors / lecturers. This way I can ask them similar questions to Darren Tate about their working practises, how to deal with the brief, their methodology when it comes to logo making and illustration. In reflection of this, I need to spend some time working on my interview technique and honing the types of questions I ask to get the most useful responses possible.

The other outcome, that is linked to these interviews, is how people build up a body of knowledge, where that comes from and how they use it. In his book The Reflective Practitioner, Schon discusses how people work and talk about their work at the same time as two aspect of designing; “Drawing and talking are parallel ways of designing, and together make up what I will call the language of designing.” (Schon, 1983). It will be important to consider this as I discuss methodology with designers as there is often a barrier in communication between the subjects’ work and their description of it. The example I already encountered with Darren Tate was when drawing the bee’s face. He instinctually drew it, but I had to stop him and ask how he knew to do that. His answer was “…basically been drawing a very similar face since I was like 8.” But without me prompting this response he would have carried straight on as if everyone knew how to draw the cartoon face of a bee.

I believe that building up my knowledge, I will then begin to compile my own body of knowledge about illustration, illustration in logo design and logo design as a larger subject.

In their 2022 article ‘Issues of Power and Representation in/of the Local Context: The role of self-reflexivity and positionality in design research’ Oz and Timur discuss how important positionality is whilst undertaking research, especially primary research. When talking to other people for design research it is important to be conscious of whether you’re being treated as an “insider or outsider” (Oz & Timur 2022), whether you see yourself as one or the other, and how that affects the information you’re collecting. The article concludes that it is really not possible to be one or the other at all times, and “self-reflexivity is an important means of producing knowledge that is both diverse and equitable.”(Oz & Timur 2022). Meaning that there needs to be a fluidity during research, an ownership of your own positionally during it and a wide range of research, in order to get a range of viewpoints that will differ because of who your are when asking the questions.

These will all be important things to remember whilst conducting my research.

Drawing method with Darren Tate

As stated in an earlier blog, the genesis for this project came from an conversation I had with a friend and illustrator/animator; Darren Tate. Darren has been commissions by a local skate store to reimagine their existing branding into something that would be screened onto a hoody, the result of which I posted in my original blog.

My initial response to this work was, ‘that isn’t something I could do’ without a large amount of reference images to adapt, and so I wanted to change that, learn what I can, and start to create my own style of mascot logo making.

As Darren was the genesis of this project, it made sense to sit down and go through his methodology in creating this work. Here is a video and transcript of that conversation:

He essentially asked for, he wanted to make some hoodies for the shop, but they've already done just like ‘logo’, like the shop logo on hoodies, they wanted, like, a different graphic. So he just said he knew my style already. He's like, cartoony. So he essentially said “a cartoon character would be great. And something in keeping with the theme of the shop, which like their logo is a little bee and its a pretty basic bee, like got no face or detail. It's it's like clip art, basically. It's basically an oval with stripes on and wings.

So you wanted something a bit more detail that you can blow up on onto a hoodie. So I basically just took it upon myself to draw something in the style of stuff I like drawing. I didn't want to just meet a brief. I just wanted to have fun with that. So I tried to draw in the style of, like 1920s, like rubber hose animation.

So I looked at. Basically my my workflow is I've got a draw, this type of character. Let's look at other people's drawings on Pinterest. So I search on Pinterest of, like, bee illustration and then just take a few screenshots of ones I like make a real quick, like mood boards.

So yeah, save that. But then also on the mood board, save like images of just this is the kind of style I want to draw. So a lot of the pictures I got were from the Cuphead show. So if you look at his head, his head is basically the nose, eyes and shape heads of the devil.

But I also wanted to kind of make of it like, you know, the obviously I think the hell fish from Simpsons. I kind of wanted that vibe like the kind of thing you'd see painted on the side of like, a spitfire. So I wanted to do that in rubber hose style of a bee.

So just try to combine them on that mood board and then essentially just start drawing it. If that makes any kind of like, I mean, I basically stole his face.

Yeah. So…I basically draw as if I am animating them…I go through to the main thing I do when I start drawing a character is, which is what I learn on my animation course, is what's called a line of action. And I knew what I wanted the be to essentially be like pointing a stinger at something. So I wanted him like taking that kind of line like that. But then I thought, no, having him just straight would be boring. So I tried to curve the line of action a little bit just to give it, make it a bit more dynamic.

So I started off with his big butt because I knew that that's the line that the stinger needs to go. So in a sense you build up a shape so that this thing is essentially a cone that's his in the bottom of his torso. So this would be the top joining that up and just filling out his body mass.

And then I wanted that line of action to be a bit more curved at the top. So instead of being his head here, I put his head essentially leaning over his chest a bit, so just so he could see with his line of sight exactly where he's going to be stinging.

So that is his heads. He's going to be facing down. And then one of his arms to be kind of pushed up like that. So just circle real basic shapes for the head. And it's just a line for the arms and then same kind of arches for the legs and feet

So rubber hose when like when it was like the, the birth of animation, everything was very loose and fluid. So yeah, all their limbs were essentially just hose shapes. So then yeah, once you draw the lines, flesh them out a bit and just for the arms and legs.

And then I believe the only thing on that I haven't done apart from facial features, is like stripes and then his wings. So the wings would kind of be following the line of action because him essentially diving down to setting something, the wings will be blown back and then it's just very basic shapes for facial features, little antenna, and then what I would do once I've done that, lower the opacity of that layer down to half just to get a rough guide and then just start on a layer above, just to build in the details. So that's when we can start building in the actual shapes that are a little less sketched.

I used to only do two layers when I was drawing a character. I'll do a sketch and then I'll do the final drawing. But I've in the last couple of years, I've done an in-between of that, which is still a little bit loose, but keeps the keeps the detail a bit more. And then after this I'd do the same like lower the opacity and then do the, the finish line up.

So you want the eyes looking, looking down at where he’s stinging. Big magical grin. And once I kind of had this finalized and then did some text around it, it was pretty basic. And essentially a circle around him and we've just the shops name but I didn't really have to think that much because this kind of style I like drawing anyway.

And like I basically been drawing as very similar face since I was like 8. Like his face is very, very similar to Sonic the Hedgehog and Mickey Mouse, which is characters I always drew as a kid.

Like basic makeup and build as Mickey Mouse, Sonic the Hedgehog, Like, nose on the edge, Big eyes, mouth on the side. And which is characters I have been drawn since I was a kid, so it's pretty self-explanatory. And yeah, that is essentially it.

The main take aways I have from this interview are his influences and how he uses them, and the idea of the ‘line of Actions’ that was “what I learn on my animation course” (Tate, 2023).

The idea of a ‘Line of Action’ is a new concept to me and something I’m going to look into in more detail. It makes a lot of sense to start as basic as possible with a line, be it straight of curved or even angled, and then build the shapes on top of that.

The list of influences are: 1920’s Rubber Hose Animation, The Cuphead Show, The Simpsons, Sonic The Hedgehog and Micky Mouse, which all makes sense as Darren’s background is in animation.

“A lot of the pictures I got were from the Cuphead show. So if you look at his head, his head is basically the nose, eyes and shape heads of the devil.” (Tate, 2023) This shows that Darren’s methodology isn’t that far away from my own, but it’s just more refined and he is using references for specific parts of the design, “Like his face is very, very similar to Sonic the Hedgehog and Mickey Mouse” (Tate, 2023).

In his book ‘Steal Like An Artist’ Austin Kleon states that “”Every new idea is just a mashup or a remix of one or more previous ideas” (Kleon 2012) proving that this is not only an accepted way of working, but it’s a necessary one. There aren’t many ideas that have been worked through before and therefore you don’t need to reinvent the wheel with every new brief or project. It seems that the difference between my work and that of someone who has been doing this for years, is the levels of influence and how many pieces go into their ‘Frankenstein’s monster’ for each design. Darren isn’t actively looking up images of Sonic the Hedgehog every time he draws, but he’s done that so many times he knows intrinsically knows the make up of them and how they would work inside the design he is working on. It becomes muscle memory over time.

Categorisation

The first step I need to take on this journey, is to start at the basics. This is not overtly new information to me, but it’s important to take stock and draw lines in the sand so I can get everything in order and have a clear understanding of the research and process structure.

The first port of call is logo categorisation. What are the main types of logos being created today and what are they used for? Are they are any cross overs? Which ones of these do I feel I currently have sufficient skill in as a logo maker? And where are my gaps, so I can focus my research and technique in order to bridge the gap between Illustrator and Graphic Designer?

Types of Logos

The 99 Designs blog entry ‘The 7 Types of Logo (and how to use them) (More,n.d) (which confusingly states it was written 8 months ago whereas the comments section starts 7 years ago), states that there are 7 main types of logos: Lettermarks, Workmarks, Pictorial Marks, Abstract, Mascots, Combinations and Emblems.


Lettermarks are used primarily for brands and companies with abbreviated names; HBO, IMB etc. these are traditionally based on a typeface with an accent or flourish or a new typeface has been created for the brand. Workmarks are in the same line as Lettermarks, but the full name is used; Coca-cola, Google and Visa. Pictorial Marks are icons based on a subject that relates somehow to the brand. Apple’s for example, is an icon of an apple. It is a very flat, simple shape that is easy to recognise. Abstracts vary in complexity but could be described as a Pictorial Mark that isn’t based on primary subject. The Pepsi logo, which is given as an example in the text, is not based on a real world physical object although there may have been in the very early stages of its creation. The audience see that as ‘the Pepsi logo’ not as an icon that Pepsi use to brand themselves. Mascots as based on illustrated characters. Many food and sports brands use these in their logos, allowing for the logo to be broken apart to use the mascot in marketing purposes away from the word mark (Workmark?) whilst retaining the brand identity of the logo. Combination Marks are stated to be ‘A combination mark is a logo comprised of a combined wordmark or Lettermark and a Pictorial Mark, Abstract Mark, or Mascot’. This is a type where I feel there is lots of crossover and creates grey areas between the logo types. Whilst Mascot logos are diffidently their own grouping to logos, no logos come to mind that use the mascot on it’s own without the Lettermark alongside it. This blog entry used three examples where two of them have the Lettermark. The third example; Kool-Aid, isn’t the main brand logo for Kool Aid and so the use of it as a ‘logo’ runs into difficulties. The Emblem as a logo structure is one I find myself using a lot in my practise. Its defining characteristic is that the ‘ingredients’ of the logo are all held within a geometric shape or and icon.

In response to this article I have experimented with my own name to create a categorisation chart:


In ‘Designing with Illustration’ (Heller & Pomeroy, 1990) many branding, logo and packaging ideas are discussed through the medium of illustration. In the text there were a few points that differ from Morr’s blog as described above. The main one, that drew my interest, was Steel Engraving.

This method of creating logos is one that lies well outside my position as a contemporary logo maker. It’s one that I will investigate through experimentation during the course of this project, but at first glance it feels as if it might be too antiquated to be used on modern logos. In the last few years there has been a trend, either loved or hated, in simplifying logos. One assume this is a response to the growing need of every reducing scale a logo need to work at. From advert, to logo, to icon, to favicon. You would be hard pressed to find a steel engraved logo that would work at those scales. The obvious example of this process is the original Apple Logo versus its modern counterpart.

Research

Based on the outcomes of this logo categorisation work, it is clear that the main areas of focus I will be looking into progressing my position as a logo maker are: Pictorial Logos and Mascot Logos. I also feel that engraved logos and abstract logos are within the heading of ‘illustrated logos’ but I feel aren’t as important to my practise as I won’t use them or have sufficient skill in them respectively.

So the next step is to breakdown these two areas into sub-categories. To start that step I need to collect a wide range of examples of these:

Although, as before, there is a lot of crossover with these logos I feel they can be broken down into 4 main groups: Realistic, Icons, Cartoon, Simplified. There are other categories such as 3D or CGI and also photographic, but again, as these aren’t something I would use in my practise, so these aren’t something I will focus my research on.

Realistic mascot design would be personified by the Quaker Oats and Sun Maid logos. The illustrations in these are depicting characters as seen in real life. There’s no heightened or distorted features as they would have in a caricature. As with the steel engraving example above, I don’t feel these would come up regularly in my practise but they are worth looking into nonetheless.

Icons: These haven’t really changed at all during the process of subcategorisation as they are the pictorial logos as discussed in Morr’s 99Designs blog such as Twitter, Apple and John Deere. I feel like these could be produced by creating silhouettes of the subject and creating a fill colour, but again, my view of this may well change as I look into this style of logo.

‘Cartoon’ style mascots appear to be the most prevalent style of mascot production, used across logos such as Michelin, Wendy’s and Steady Movers. There appear to be a wide range in use and methodology in this style of mascot design that can be applied to anthropomorphised mascots such as My Planter’s ‘Mr Peanut’ or exaggerated or dynamic forms of stylised mascots such as the Eagle head present in the Philadelphia Eagles logo. I feel this is going to form a large part of my research and is the area in which I can hopefully create a personalised ‘style’ for this type of logo.

Simplified: this category is present only based on the work of Aaron Draplin as noted in the poster in his logos for the Space Shuttle, Perfect Valley and Oregon State Parks. These logos have taken a scene or and image and almost applied an ‘abstract’ logo approach to them. Tree lines are simple zag-zag forms and water is denoted by identical wave forms. The use of thick lines only allows for a few lines to be present without over crowding, and therefore limits the amount of information one can include in a logo, which actually is useful in logo design as this will allow scale and information delivery that a logo requires.

It is important to note that the KFC logo straddles a couple of categories and design styles. In it’s creation you can see that there was a real world photographic reference point, for which a ‘cartoon’ was produced in a very simple, 3 colour system. This approach could be called ‘Simplified Cartoon’ but would stand as a crossover group and not its own independent grouping.

The sub-categorisation chart of these findings would look like this:

This chart is, at first, very bad logo work! I would not be happy showing any of these to clients. That is due to the fact that it represents the logo types not the logo itself. It is also my version of each of these logos, based on my own merits and where my current skill level is. If they were all of a high standard that didn’t need improving, there wouldn’t be much point undertaking this research project.

So, my next step is to analysis this work - the processes I used, the outgoing, what worked and what I need to work on. My hope is that this will serve as a beginning marker for this journey and at the end of the project I will be able to compare my outcomes to see how much I have developed.

Brainstorming

Here I have mapped out my initial thoughts and how I might go about advancing my position in this subject. As can be seen, the main branches of thought are:

Who are the best in this field? - How did they get good? - What is their practise?

What are illustration theories / practises /techniques I could learn?

What are the techniques of turning objects and animals into simple illustrations and work for a brand? (The illustrations would be simple, not the techniques)

Research types of logos & drawings. Icons/ paintings/ ink/ illustrations

Responding to the Question

The start of this research project, started with the question “How does positionality affect the creative/user/audience experience, in your own practice?” The positionality of myself, a Graphic Designer in 2023 working through a Masters degree whilst also working in-house as a designer and separately as a freelancer. I also had to consider the positionality of myself as a self taught Graphic Designer, who over the last 10 years has consumed 1000’s of books, videos and online tutorials which enabled me to achieve the position I now currently have: a working Graphic Designer.

I believe the issue with this method of learning and processing one’s practise, is that it leaves a lot of holes in one’s knowledge. I can only really learn and progress in certain areas, when I am asked to do so by a client with enough frequency that it becomes a reliable tool in my designing arsenal. For instance, I believe I can hold my own with document creation, social media post design, poster making and logo making. But it is this last one where I feel I have a sizeable gap that requires more than just repetition to master.

This thought process started when I was asked by a Fish and Chip shop to create them a logo, brand package and digital menus for their new store. We went through my standard new client interview process where we discussed their goals, their competition, their standing the community and what they would consider a success with this logo. One of the main aspects that the client kept coming back to me with was that they wanted a fish mascot and that the fishes mouth should become the ‘C’ in The Big Catch Chip Shop - the name of the store. This created a few issues, not only that I wasn’t personally a fan of this method but also that the fish has to work in a way that its mouth would be positioned in the middle of the type; ‘The Big Catch’ being the main section of type. ‘Chip Shop’ was placed lower down on the hierarchy of text. The other personal issue I knew I was going to have, and one that I wasn’t going to let on to the client, was that I can’t draw! I can sketch, I can plot out and I used to be able to draw, but that was during my college life and my Foundation degree when I was regularly going to life drawing classes and working with oil paints and sketching multiple times a day. In the 15 odd years since I’ve left university with my degree in photography, my drawing ability has dwindled. That being said, even when I could draw, it was based on realistic representations of things, this logo needed a cartoon or illustrated approach which is something I’ve never been good at.

As seen in the sketch ideas, I worked out the general layout of the logo. The main issue I had was when it was time to flesh the idea out, as I wasn’t going to be able to teach myself how to draw a cartoon fish in the exact style I needed in the time allocated for this work. My only real course of action was to find other examples of illustrations that closely followed what I needed, and then tweak, change and combine them, in Frankenstein’s monster style, to the shape that I needed. Here is the illustration of that process:

The final logo, incorporating this mascot, was successful and the client was more than happy with it. We then went on to make a second version for the sign with a slightly different fish illustration but again, this was something that I couldn’t whole hearted say was 100% my drawing.

https://www.darren-tate.co.uk/work

https://www.darren-tate.co.uk/work

At the same time I was working on this logo, a friend of mine, Darren Tate, who is an illustrator and animator was working on a design for a hoodie for a skate shop in Winchester. We were discussing the designs and our processes when he showed me this hoodie. Looking at the design I realised that I wouldn’t, at this stage of my practise, be able to uniquely create something like this. And so, I began to debate the positionality of my practise. Do illustrators make better logo makers? Is it easier for an illustrator to learn graphic design skills than a Graphic Designer to learn illustration?

And so this is where I feel my research path will begin: “Illustration in logo design”