Drawing
Drawing
Understanding basic elements of sketching can enhance data collection.
Learning Objective: Outline the basic elements of a drawing and sketch utilizing these elements.
Drawing is making lines; sketching with a pencil, pen, brush, or stylus. Some people exclude paints from drawing (we won’t). Usually when we say we’re going to do a bit of sketching (rough drawing) in class, many people are often concerned that they are not natural artists.
But despite the baggage, not only can drawing be improved with practice, it also can be as unique and interesting as a person’s writing. And taking the time to try to draw something reveals hidden details and unleashes the imagination.
You can go digital with a tablet and stylus, or use a simple combination of pencil and scrap paper. Whatever you choose, by the end of this webpage, you’ll be sketching.
We have six basic drawing “rules.”
You may want to modify these and add your own.
Rule #1: Know your goal
Science illustrators are often trying to communicate something: either a description or an explanation of a phenomenon.
You may communicate about science, but you may also draw as a means of reflection, a mental practice, to complete an assignment, or just for fun. Understanding the goal enables you to set parameters like time needed, resources required, and an indicator of when you have successfully finished your piece.
Rule #2: Incorporate design principles
Design in its most basic form is making choices to successfully complete a project. Graphic design principles are based on how humans perceive visual information. If you see two things, you assume they are closely related (proximity); if something is bright against a dark surface, you will stare at that light object (contrast).
Incorporate basic design principles into your drawings to increase the information they communicate and to minimize confusion.
Design Principles
Balance
Proximity
Alignment
Repetition
Contrast
Space
Rule #3: Give yourself prompts
A white page or screen can be difficult to work with. An idea or starting place leads to faster goal-driven work.
These journal pages are started with glued-in clippings, sayings, sketches, and project ideas, as a source of inspiration. The spaces left are small for quick sketches.
If you are inspired by an artist, use their work as a prompt for what you are working towards.
This journal cover is a reproduction of Louis Renard (1678-1746). Although the animals are not always accurately drawn, his work inspired generations of naturalists to find and illustrate new species.
Rule #4: Draw what you like
You are simply more likely to practice and enjoy drawing if the subject is something you like looking at and spending time with. Start by exploring, describing, and explaining something you are interested in.
Rule #5: Keep your work
People often start drawing by erasing or throwing away most of what they make. These are your own ideas and inspiration, whether it’s the back of a napkin or a sketch on a surface, there is value in your unique products.
This collage was made of scraps that were potential throw-aways. When collected and glued together with a bit of paint and writing, the final piece inspired a beaver activity.
If you work digitally, the options are endless with illustration programs. Plus you can always print pieces if you like. Science illustrators often go back and forth through different forms of media. The key is to not lose your work.
The best way to keep pieces for future use is to have somewhere to put them. Here is an idea:
Watch this video; you can select the closed captioning “cc” option if you would like to see the text.
Rule #6: Just try it
Are you at all intimidated by drawing? Grab your pencils and scratch paper, we’re going for it!
Lesley is drawing a feather and a beetle. Sketch along and see if you can do it better.
Not happy with what you drew? Try it again. You may learn more about organisms and their habitats in the process.
Now Lesley is drawing beetles on everything.
To summarize, the six basic drawing steps we recommend are:
Know your goal
Incorporate design principles
Give yourself prompts
Draw what you like
Keep your work
Just try it
Start Your Media Assignment here
Draw an organism, or part of an organism. It does not need to be an animal, it can be part of a plant, and fungus, or a preserved part of an organism like a fur or bones. The key is to try to draw a three-dimensional organism (or part of one) instead of from a photo or video. This adds a degree of difficulty, but also the chance to move around the organism that you are drawing.
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You can draw digitally (for example a tablet and stylus) or on paper with a pen, pencil, and/or brush.
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Draw something that fits one of the nine outcomes you are populating for the final portfolio. This could be a skill outcome (demonstrating your ability to draw), a concept outcome (illustrating a particular concept), or a connection outcome (science/biology/animals in the real world).
Upload to Canvas:
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your drawing.
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a description in the comments box indicating which outcome the drawing matches. You can use this comment along with the drawing in your final portfolio.