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ADCH 11 (1) pp. 49–61 Intellect Limited 2012 
49 
Art, Design & Communication in Higher Education 
Volume 11 Number 1 
© 2012 Intellect Ltd Article. English language. doi: 10.1386/adch.11.1.49_1 
Keywords 
brainstorming 
computer generation 
design education 
design process 
idea development 
thumbnail sketches 
Edward Appiah and Johannes C. Cronjé 
Cape Peninsula University of Technology 
Thumbnail sketches on 
idea development: The 
drawing board vs computer 
generation 
Abstract 
This article is an outcome of a survey that sought to determine the extent to which 
graphic design students are inspired by Information and Communication Technology 
(ICT) in using thumbnail sketches in their design process in a university in the 
developing world. In situations where idea development in graphic design moves 
into the digital domain, with developing countries also embracing ICT and its tech-nologies, 
change in pedagogy in graphic design education should be envisaged. The 
possibilities of design students avoiding the rigorous traditional use of thumbnail 
sketches were put to test as students these days spend long hours on the computer 
in their design development. Using analytical survey, data were analysed in refer-ence 
to students’ perception on ICT in the design process. It emerged that students go 
through their idea development now using computer-generated ideas in their devel-opment 
stages against the traditional thumbnail sketches. The findings highlight a 
review of current pedagogy of design education, especially in the area of idea devel-opment, 
to reflect the emerging trends of ICT in graphic design education in develop-ing 
countries.
Edward Appiah | Johannes C. Cronjé 
50 
Introduct ion 
This study is situated in Ghana, a West African country where comput-ers 
are relatively new to the teaching of graphic design. In the last decade 
graphic design education in developing countries in Africa has witnessed the 
introduction of the Internet, sophisticated computer packages for drawing, 
image making and typography. As graphic design educators we have seen 
changes to students’ design work that no longer appear to conform to our 
expectations, partly because of the impact of Information and Communication 
Technologies (ICT). In particular, we see that students no longer use thumb-nail 
sketches as a fast means to generate ideas from that they can refine and 
develop a finished design. 
Traditionally, in the process of graphic design, thumbnail sketches aid 
designers to brainstorm in an effort to create new ideas (Jonson 2005; Tan & 
Melles 2010). There seems to be some perception with design educators to the 
view that there is no major creative work without thumbnail sketches. Design 
students in Africa are therefore trained to hold on to the tradition of going 
through thumbnail sketches in their sketchbooks before transferring them 
to their design work on computers. With the introduction of ICTs, including 
computer technology, the pedagogy of graphic design is changing the way 
students currently go through the design process (Yeoh 2002). Students are 
spending most of the time on the computer in developing their sketches for 
the design process. With such situations, can the design process rely strictly 
on the traditional thumbnail sketches for successful idea development? 
In the graphic design profession, many factors such as deadlines, budgets, 
production and logistical concerns, and client-imposed restrictions can influ-ence 
the design process (Resnick 2003), and therefore designers are also find-ing 
quick and alternative ways of creating good and creative designs within 
the limited space of time depending on the day’s pressure (Owens 2006). 
Technological advancement and the introduction of ICT is playing a domi-nant 
role in designers’ creative endeavour while aiding the design process 
(Swanson 1998). 
Graphic design students from the Department of Communication Design, 
within the Faculty of Art in the Kwame Nkrumah University of Science and 
Technology (KNUST), Ghana, have been required to supply many thumbnail 
sketches on paper in support of their finished design pieces. They do this to 
fulfil pedagogical requirements and tutor expectations of the design process. 
Anecdotal evidence shows that these are actually done after the execution of 
their final design for assessment, even though these sketches were supposed to 
be made at the developmental phase of the design processes (Reffat 2007). 
This situation, however, shows a form of deviation in students’ ability to 
strictly follow the design process in terms of doing thumbnail sketches, as 
required traditionally by the tutors. It also indicates that there is a transition 
from traditional pedagogies and expectations, influenced by the introduction 
and access to computers, not previously available in this particular context. 
Currently, about 85 per cent of the students’ population own their computer 
(be it a desktop or a laptop) against a ratio of twelve students to one computer 
a decade ago. 
This study attempts to answer a critical question: what actually influences 
the creative drive among graphic design students and where do these ideas 
originate in this day of ICT when students have literally ignored the recom-mended 
‘structured stages’ of idea development?
Thumbnail sketches on idea development 
51 
The article initially discusses the various literature for and against the use of 
traditional sketches in the design process. Other methods of creative thinking 
are also assessed against the backdrop of thumbnail sketches and later discus-sions 
and results on students’ perception on ICT in thumbnail sketches. 
Literature survey 
The traditional method 
Traditionally, the designer’s way of thought has to go through the design 
process to communicate effectively (Bender 2005). The design processes – 
problem identification, brainstorming/thumbnail sketches, roughs, finished 
rough/comprehensive and the final design – will have to be followed as if it 
is a laid-down rule (Schon 1998; Cross 2001) (see Figure 1). Altering it could 
endanger the smooth process of idea development, even though this is done 
in line with the creative process such that when a problem is identified, the 
relevant ideas are still encoded in the subconscious mind and then given ‘life’ 
by the use of thumbnail sketches. 
The design process is placed in line with the process of achieving a solu-tion 
in the field of graphic design. The design process, however, does not 
necessary follow the iterative sequence described. Divergent functions are 
the ones by which different options and alternatives are opened, expanding 
the space within which the design process proceeds. Functions related to the 
generation of alternative solutions, or searching for new information, pertain 
to this category (Mioduser and Dagan 2007). The design process can also be 
said to be made up of a series of phases, in each of which certain procedures 
predominate, and by means of which the designer makes progressively more 
clearly defined conjectures about appropriate solutions while rejecting inap-propriate 
ones (Schenk 1991). 
The design process could be seen as the constituent of following through 
this process. A major issue is when and how to put the pieces together until 
the creative ideas burst from the preconscious, processing into conscious 
awareness. This idea is also consciously verified, elaborated and then applied 
as in verification and must be represented in either two or three dimensions to 
give its graphic perspective. This means that the process might be the ‘lateral’ 
sequence of actions as we are made to believe. But the primitive thought that 
sparks idea development that is externalized can lead to a continuous cycle 
of repetitions of imagery and representation until, at one point, the designer 
decides to draw sketches (Hasirci and Demirkan 2007). 
The nature and qualities of the design process are conceived as a creative, 
branching, iterative and cyclical process based on multidisciplinary knowl-edge. 
This process has to meet the requirements of products-production proc-esses, 
which is, to be structured, to proceed in stages, to meet schedules and 
to be clearly product oriented (Mioduser and Dagan 2007: 2). The purpose of 
Figure 1: The ‘traditional method’ of design process.
Edward Appiah | Johannes C. Cronjé 
52 
graphic design education is to prepare students for the professional practices 
(Resnick 2003: 16). It is therefore project based – a pedagogy of design that 
stems from the Bauhaus ideology of studio method of teaching and contin-ues 
to constitute the curricula today (Broadfoot and Bennett, 2003) – rather 
than subject-based listing. It can be seen as a process of informed synthesis, 
through articulation of models, diagrams and scenario visualizations; design 
education today can now match the complexity of real-world situations and 
has become the premise for assignment design (Ranjan 2005: 1). 
For the designer, any entity can be a source of inspiration or reference 
for conceptualization. This can be just small sketches or numerous doodles 
that have been inscribed somewhere. This could be refined or could set 
the tone for another ideation process of design to begin. Within several 
sketches at the conceptualization stage, the most ‘suitable’ ones are picked, 
refined and applied as a solution to a design problem. Such ‘sketches’ or 
‘ideas’ could necessarily not be the numerous traditional thumbnail sketches 
required and could also be less than the ‘minimum number’, as required by 
the educator (Hodge 2009). 
Design process 
Wallas, (1926) analysis of design as preparation, inspiration and verification 
has been elaborated by Ward (2004), who proposes that the incubation in 
creative problem-solving enables the ‘forgetting’ of misleading clues. The 
absence of incubation may lead the problem solver to become fixated on inap-propriate 
strategies of solving the problem. 
Barron (1988), thinking along the same lines, places huge emphasis on 
subconscious and chance processes in the creative process. In a four-phase 
‘psychic creation model’ he rather proposes Conception (in a prepared mind), 
Gestation (time, intricately coordinated), Parturition (suffering to be born) and 
emergence to light. The tone of Barron’s model supports the popular view of 
creativity as a mysterious process involving subconscious thoughts beyond the 
control of the creator. Perkins (1981), in contrast, argues that subconscious 
mental processes are behind all thinking and, therefore, play no extraordinary 
role in creative thinking. Just because we cannot fully describe our thought 
processes does not mean we are not in control of them. 
Today the design processes adopted for creative work in design has been 
derived from the ‘Ideation’ models. More importantly, creative thinking tools 
such as brainstorming enable one to have vast ideas to choose from. Doing 
thumbnail sketches or preliminary drawings, also referred to as idea develop-ment, 
has traditionally instigated these. Commenting on the role of drawing in 
the design process, Schenk (1991) sees drawing as a vehicle for creative inter-change 
in group sessions whereby the designer shares and stimulates ideas. 
Accordingly, many designers use drawing to develop their visual literacy and 
fund of ‘stored analogy’ to support creative behaviour (Schenk 1991: 181). 
The design process in idea development 
Expanding Wallas’ (1926) model along with the creative process of idea 
development Kneller (1978) proposes four distinct processes as preparation, 
incubation, illumination and put implementation/verification as one step. In incu-bation, 
Wallas believes that the conscious and subconscious mind are working 
on the idea, making new connections, separating unnecessary ideas and grab-bing 
other ideas. Illumination, which is the ‘Eureka’ moment, is considered
Thumbnail sketches on idea development 
53 
the emergence of a solution almost out of thin air at an unexpected moment 
(Hegeman 2008) and occurs when perceptions are restructured in the mind 
and ideas are integrated in found solutions (Cross 1997), and when it hits, the 
creative urge is so incredibly strong that one loses track of other happenings. 
At this stage designers only see the creation at the end. They do not recog-nize 
or care much about the processes that generated that idea, especially 
when clients, supervisors, lecturers and directors expect the end product on 
a certain schedule as in the design profession. Designers know that for every 
good idea, there are at least a few that do not work out, but they cannot know 
ahead of time what and how it is going to work and what will not. This does 
not exclude the traditional method of ideas development. It is at this stage 
that thumbnail sketches become useful in plotting out ideas for the process. 
Thumbnail sketc hes in ideas development 
Thumbnail sketches are a series of small, unrefined drawings, just brainstorm-ing 
ideas that will be refined in coherent design later. It is about an exploration 
of over 60 possible solutions, narrowing down to just a handful of best ideas 
(Hodge 2009). In other words, one works through and generates a multitude 
of ideas in a relatively short period of time. 
Significance of thumbnail sketches in creativity 
Hodge (2009) supports the idea that putting ideas quickly on paper is the 
only way to evaluate them to see whether they are worth exploring further. 
According to him, computer renderings and modern CAD and modelling 
packages are great, but thinking on paper with a good old-fashioned pencil is 
always the place to start. 
In dealing with clients, Hodge (2009) advocates that showing sketched 
thumbnails or compositions to clients, will potentially save you an enor-mous 
amount of time as they explain how early in the process you get client 
approval. Arguments in support of traditional thumbnail sketches in briefs 
include giving students the license to think freely and creatively and come up 
with several good ideas that might not otherwise surface. They enable design-ers 
to draw quickly and without thinking too much about the end results at 
this point. They also help designers to think faster and open the creative doors 
to designers and enable them to select a favourite composition using the 
selected thumbnail sketch to develop their designs. 
Figure 2: Thumbnail sketches for BioTrekker Logo Design (Designer: Karley 
Barrett).
Edward Appiah | Johannes C. Cronjé 
54 
Idea development beyond thumbnail sketches 
Despite these thoughts, it is significant to know that other latent attributes 
do become engaged in the ideas development stages. This stems from the 
fact that creativity does not take place ex-nihilo (Ward 2004). Existing images, 
ideas and objects are mostly resources one scans through for the most effec-tive 
result. Creating from an existing idea calls to mind brainstorming for 
ideas. This brainstorming may go with or without the traditional thumbnail 
sketches. With the advent of ICT and the Internet, together with the revo-lution 
in the graphic design industries, designers offer series of ideas and 
templates in magazines and dailies. Also available are ‘shutter stocks’ and 
‘image banks’, where one can copy a lot of images and layout that design-ers 
incorporate into their creativity process. With these resources at hand, do 
graphic designers these days need thumbnail sketches since the design proc-esses 
were developed in an era where there was no Internet technology? 
In the field of computer science, it is called ‘generate and test’. In elemen-tary 
algebra, it is ‘guess and check’. This can be seen as an approach to prob-lem 
solving and is contrasted with an approach using insight and theory. In 
trial and error, one selects a possible answer, applies it to the problem and, 
if it is not successful, selects (or generates) another possibility that is subse-quently 
tried. The process ends when a possibility yields a solution. In this 
level of developmental series, the designer makes thumbnail sketches with 
the problem in mind. These sketches are analysed and those that cannot meet 
the specification are discarded. These can take place on the computer with the 
right kind of software or tool relevant for the designer. 
Creative processes involve divergent thinking, which is the ability to come 
up with new and unusual answers where multiple responses that can poten-tially 
satisfy a problem and thumbnail sketches in graphic design represent a 
concrete example of divergence, which then present opportunities to refine 
potential solutions. 
Taking an old design and manipulating as a new design as quickly as 
possible can sometimes required deductive skills of convergent thinking solu-tion 
with the purpose of arriving at one identifiably correct answer for idea 
development. The Internet is aiding most designers today, limiting them of the 
hassle of thumbnail sketches by providing the necessary options of designs for 
which the designers can use in their creative works. As design educators, this 
becomes worrying as the pedagogy calls for students to engage in idea devel-opment 
to create their own concepts for design solutions. Currently, ICT is 
providing vast information on most subjects that designers wish to research. It 
is possible to get images of people using the digital camera or digitizing photo-graph 
or art pieces such as mosaic, painted works by scanning them and later 
manipulating them on the computer. This becomes acceptable when students 
have already developed their own concepts. There is no doubt that there may 
be fundamental issues that need to be confronted in terms of current pedagogy, 
especially when it comes to the use of ICT in the developing world. Graphic 
design educators in the developing world will have to realize the paradigm 
shift in the pedagogy of graphic design, especially with the emergence of ICT 
in the equation, and make necessary efforts in overcoming these challenges. 
As students appeared to be influenced by the ease with which they could 
access and modify existing images on the Internet and to abandon the use of 
thumbnail sketches as a means of generating ideas, we sought to find out how 
design students today initiate their creative works, and how and whether they
Thumbnail sketches on idea development 
55 
create through the traditional use of thumbnail sketches on paper or just by 
image modification. We also wanted to understand their perception of ICT in 
today’s design process. 
Method 
Participants 
The population under study was the students of the Department of 
Communication Design at KNUST, Ghana. The population of students of the 
department is 587, out of which 206 are females and 381 are males. 
The study was further targetted to only third- and final-year students of the 
Department of Communication Design, which is 132 and 172, respectively. The 
communication design course is currently a four-year degree course, leading 
to a qualification of an honours bachelor degree in communication design. 
The researchers assumed that the target population is a true representa-tion 
of the Department of Communication Design who could provide credible 
information for the research question based on the following: 
1. The students of communication design undergo the design process during 
their practical works after two years of basic design where thumbnail 
sketches are the fundamental approach to the design process. 
2. The third and final years have learnt the discourse of design and gained 
enough practical work experience both academically and at internship. 
3. During the internship, they were exposed to conditions working under 
serious supervision and stress, where they also had some experience in 
actual designing within real-life situation at professional design studio. 
4. Their experiences could enable them to provide practical responses to the 
research questions. 
We used the analytical survey method, which had quantitative or numerical 
data that were analysed using appropriate statistics. Primary data through 
questionnaires were later analysed and interpreted using a standard statisti-cal 
software package (Gravettor and Forzano 2009) Statistical Programme for 
Social Sciences (SPSS). 
The convenience sampling technique was used in getting students to 
respond to the questionnaires, which were randomly distributed. Out of the 
587 total populations of students in the Communication Design Department, 
200 students were selected as the population sample. A total of 100 students 
were sampled from each of the third- and final-year groups. The sampling 
was carried out randomly as the researchers distributed the questionnaires to 
student just before a class session. 
Out of 200 questionnaires distributed, 106 males and 94 females answered 
the questionnaire. Table 1 shows a detailed breakdown of gender by year. 
Third-year students Fourth-year students Total 
Males 48 58 106 
Females 52 42 94 
Total 100 100 200 
Table 1: Population and gender of respondents.
Edward Appiah | Johannes C. Cronjé 
56 
Data collection 
Questionnaires were given to students as they entered the classroom. This 
way any student from any of the two-year groups could be considered. This 
was to avoid selection bias where questionnaires might be given to favoured 
students only. Students were encouraged to answer and return them to the 
lecturer, who put them in an envelope and handed them to the first researcher 
after the class. 
The questionnaires were in two categories of ten questions each. The first 
was to find out the practical views of thumbnail sketches in idea develop-ment 
and the second was to find out perceptions of ICT in idea development 
among students today. The questionnaires were designed to determine which 
approaches best aid idea development from the students’ point of view. To 
this effect, the ten items in each case were weighted the same. However, the 
two sets were all closed-ended questions to avoid ambiguity in the responses 
provided by the respondents. 
Before this, third-year students had just finished a six-day project on 
‘Branding the entrance’, a project that allows young creatives to design a 
miniature prototype of a 3-D character to be displayed on the street as part of 
the City’s Design Awareness Week. The character comes alive with hair-dos, 
dress code and unique creature characteristics such as Androids, Zombies, 
Robots, etc., that could inspire to make the street entrance a memorable one. 
One of the aims was to explore and understand character design for a specific 
purpose. The fourth years had also finished with a two-week ‘Creating an 
identity for your firm’, where students were asked to come out with a corporate 
Figure 3: Sample of a third-year student’s work showing the thumbnails and the finished work.
Thumbnail sketches on idea development 
57 
identity for their own named firm as a way of telling the market: a new design 
firm is born. In all these, students were to: 
• create a high-quality PDF and illustrator file of the final works and save in 
the specified folder 
• print out A3 colour lasers of final copies of work; where appropriate, neatly 
cut out and assemble some in class with the rest mounted on an A2 card 
and 
• submit a folder containing thumbnails/scamp works showing how the 
ideas were generated and arrived at. 
Discussions and results 
What cannot be disputed from the analysis of the dataset is that students do 
not like doing actual thumbnail sketches in the traditional way when they are 
developing ideas, even though they had indicated that they do put the ideas in 
the form of thumbnail sketches. These are either refined ideas from the Internet 
or sketches they create using computer technology. This supports the idea that 
designers cannot do without thumbnail sketches and that thumbnail sketches 
help them to come out with creative works (Tan & Melles 2010). Yet they seem 
not to use it in the way as expected by educators in the traditional way. 
More significantly, the data suggested that the use of thumbnail sketches 
and ICT in idea development could not be avoided in terms of creativity. In 
each case, the impact of the use of any one of them can influence students 
either positively or negatively. In students using any of the two for idea devel-opment, 
it shows their creative-thinking result in the solutions to their design 
problems and this comes in so many ways such as rational thinking, conver-gent 
and divergent thinking, heuristic thinking and trial and error. However, 
all these thinking processes are actualized through physical representation, 
and in these cases, students go through some of these creative-thinking 
processes while they have the idea in their subconscious mind. To actualize 
these ideas, they use both the traditional thumbnail sketches and computer-generated 
drawings, but mostly the latter. 
Doing thumbnail sketches as a form of brainstorming 
When it comes to the issue of drafting and redrafting to get ideas for their 
solutions, the study revealed that 
• students declared that they do not consider thumbnail sketches unneces-sary 
to idea development and that they do thumbnail sketches as a form 
of brainstorming 
• thumbnail sketches help them considerably to come out with creative 
designs and they actually do some sketches on paper 
• students actually involved more than ten ideas in their creative works 
before arriving at a design solution for their works, although not up to 60 
sketches (Hodge 2009) 
• students do not start their design process with thumbnail sketches in the 
traditional way but rather finish their final creative work before doing 
traditional paper-based thumbnail sketches for academic demands 
• Students declared that they do put ideas researched for in the form of 
thumbnail sketches. Such ideas are the refined generations they create 
using computer technology.
Edward Appiah | Johannes C. Cronjé 
58 
Concerning the use of thumbnails with ICT in idea development, data gath-ered 
suggested that: 
• students actually use the ICT and the Internet as their sources of inspiration 
• they copy ideas from the Internet that suit their design by doing it exactly 
or adding a little to it, a worrying situation that calls for educators atten-tion 
to current pedagogy 
• they can work so many ‘crazy’ ideas by modifying ideas, some copied from 
the Internet 
• they normally manipulate images with the use of computer programs until 
they get their desired work 
• students do sometimes combine traditional thumbnail sketches with 
computer-generated ideas 
• idea generation with the computer is very fast and fantastic. This means 
that students enjoy using computer technologies for idea development. 
• students do not consider computer-generated ideas as thumbnail 
sketches too. 
It could be followed here that once students enjoy generating ideas with the 
computer technology, they put all their energy into getting more ideas gener-ated 
with the computer. In addition, students use those ideas generated with 
the aid of computer technologies to replace traditional thumbnail sketches. 
By inference, students, by using computer technology, can refine existing 
ideas and at the same time create new ideas. The making of a sketch may help 
generate a mental image that, in turn, may produce more sketches, which 
may, again, generate another mental image, and so on, a process referred to 
as reinterpretation and a valuable source of new and unexpected ideas (Stones 
and Cassidy 2010). 
Looking further, students have the view that computer-generated ideas 
are not thumbnail sketches but they normally do thumbnail sketches after 
work has been finished on their creative work. To them thumbnails are just 
the traditional sketches done on paper. The main reason given for adding 
such thumbnail sketches at the end of the idea development process was for 
academic reasons, to fulfil the tutors’ requirements for assessment. 
Significantly, traditional thumbnail sketches are necessary to idea devel-opment 
but this is being replaced by computer-generated ideas. Students 
can create more computer-generated ideas for selection, leading to compre-hensive 
concepts and final execution of the idea. The issue for academics in 
this setting is should students revisit their old conventional way of creating 
thumbnail sketches or should they be encouraged to perfect the skills 
involved in the use of computers in generating ideas, since both are aimed at 
idea generation? This study propose educators adopting a blended approach 
for idea development but that will also demand a clear pedagogy that will 
align with the principles of students developing ideas, be it from scratch or 
from influences of other sources. Design educators and researchers need to 
do more work as these involve some pedagogical review. There is the need 
to develop a clear pedagogy that includes developing ideas with ICT. The use 
of idea-generation methods needs to be made clear to students, particularly 
the use of other people’s work to inspire students and giving references and 
acknowledging sources. 
This study shows that as students envisaged the ideas in the subconscious 
mind, they go to the computer directly after they have an embryonic idea to
Thumbnail sketches on idea development 
59 
find images that can help them to develop it. In addition, as ICT has provided 
students with so many options or possibilities it is possible for students to 
sometimes copy layout, images or ‘ideas’ from the Internet, which they incor-porate 
into their designs just by refining and adapting them. 
Students have actually attested to understanding several ways of creative 
thinking and how ideas could be made a reality. This they do either through 
traditional thumbnail sketches or through computer generation (generating 
ideas through image, layout and text manipulation that are at times copied from 
the Internet), and improving or adapting them for a particular design brief. 
Significantly, students do not go through the traditional method of doing 
thumbnail sketches when they commence work but rather replace it with 
computer-generated ideas. This stems from ICT having a huge impact on 
idea generation. Students appear to shun the conventional method of using 
thumbnail sketches on paper. The bottom line here is whether students should 
be encouraged or supervised to do thumbnail sketches or to go on with their 
own ‘shortcut’ of computer generation of ideas. It would be interesting to take 
this research further to understand the qualitative difference in using the two 
routes of idea development. Initial thoughts suggest using the Internet tempts 
students to use other people’s ideas, rather than think through the construc-tion 
of their own. The implication of this is the issue of plagiarism, especially 
when it involves other images where sources will not be acknowledged. 
The studies somehow defeat the idea that thinking on paper with a good 
old-fashioned pencil is always the place to start (Hodge 2009). Computer 
renderings are also great and the desire to skip sketching on paper and jump 
straight to the computer or work out your solutions as digital sketches is also 
a possibility. We see nothing wrong with this, especially for one’s own experi-mental 
work. It is possible to manipulate images to come out with creative 
works with computers. It has the necessary tools such as ‘undo’ or ‘redo’ to 
correct mistakes. While it is possible to build sketches on the computer, it 
might not be as fast as sketching multiple concepts on paper but the study did 
not capture that aspect. 
Information and communication technology has many tools that help the 
designer execute his ideas more effectively. With ICT, designers start their 
design from the scratch to the finish at times without going through the 
‘traditional’ thumbnail sketches. Several ideas can be experimented with to 
arrive at the desired design or until a desired design is achieved, even though 
this may be project specific. 
Concl usion 
The purpose of this project was to determine the extent to which design 
students are being inspired by ICT in their idea development. Design educa-tors 
at KNUST are ‘pushing’ learners to strictly adhere to the pedagogy of 
using the traditional approach of thumbnail sketches on the drawing board in 
their design process. The results of the study show students are rather being 
influenced by ICT and are using computers to develop their ideas. These 
computer-generated ideas are sometimes ideas that have been refined from 
images or existing ideas from the Internet. It was also realized that students 
were using relevant software to create alternative ideas. Having been required 
to use thumbnail sketching as a process in their earlier years of study, students 
seem set for the job market as professionals, able to generate ideas in a number 
of different ways, appropriate to the needs of graphic design professionals.
Edward Appiah | Johannes C. Cronjé 
60 
The purpose of graphic design education is to prepare students for profes-sional 
practices (Resnick 2003). To meet the challenges of deadlines, budg-ets, 
production and logistical concerns, and client-imposed restrictions, each 
project will require its own method of approach to the solution. Students will 
strongly want to adopt such approach in executing their assignments too. 
However, pedagogical models need to be realigned to meet today’s needs in 
graphic design education in emerging countries. 
We recommend that for pedagogical reasons, students should be encour-aged 
to add their thumbnails to their final presentations. This could be the 
printout of their computer-generated ideas or the sketches done tradition-ally 
as sources of their brainstorming ideas. This will encourage students 
to be more sincere in submitting accurate works in terms of thumbnail 
sketches. In this way, students will be ‘sincere’ in following through the 
design process. It will also encourage the proper use of ICT in their ideation 
process and thereby increase their creative thinking abilities. As a way of 
strengthening their creative ability with ICT and computer-generated ideas, 
students should be allowed to produce several phases of ideas generated 
during idea exploration, be it several layout exploration or image modifica-tion 
or text. In this way, students will learn to be bold in developing ideas 
with or without ICT. 
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Suggested citation 
Appiah, E. and Cronjé, J. C., (2012), ‘Thumbnail sketches on idea development: 
The drawing board vs computer generation’, Art, Design & Communication 
in Higher Education 11: 1, pp. 49–61, doi: 10.1386/adch.11.1.49_1 
Edward Appiah and Johannes C. Cronjé have asserted their right under the 
Copyright, Designs and Patents Act, 1988, to be identified as the authors of 
this work in the format that was submitted to Intellect Ltd.
intellect 
www.intellectbooks.com 
International Journal of 
Education Through Art 
ISSN 1743-5234 | Online ISSN 2040-090X 
3 issues per volume | Volume 9, 2013 
publishers 
of original 
thinking 
Aims and Scope 
The International Journal of Education Through Art seeks to question and 
evaluate the manner in which art is produced, disseminated and interpreted 
across a diverse range of educational contexts. Taking an interdisciplinary 
approach, the journal aims to reflect critically upon the relationship between 
education and art. 
Call for Papers 
The editor invites original and stimulating articles addressing art, craft and 
design education, formal and informal education contexts, pedagogy policy 
and practice, comparative education and transcultural issues. Adopting an open 
and inventive interpretation of research-based analysis, articles should seek to 
provoke discussion on the status of education through art. 
Editor 
Glen Coutts 
University of Lapland 
editor1@insea.org 
Reviews Editor 
Nicholas Houghton 
University for the Creative Arts 
NHoughton@ucreative.ac.uk 
Editorial Assistant 
Teresa Eça 
editor2@insea.org 
Intellect is an independent academic publisher of books and journals, to view our catalogue or order our titles visit 
www.intellectbooks.com or E-mail: journals@intellectbooks.com. Intellect, The Mill, Parnall Road, Fishponds, Bristol, UK, BS16 3JG.
Copyright of Art, Design & Communication in Higher Education is the property of Intellect Ltd. and its content 
may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express 
written permission. However, users may print, download, or email articles for individual use.
Copyright of Art, Design & Communication in Higher Education is the property of Intellect 
Ltd. and its content may not be copied or emailed to multiple sites or posted to a listserv 
without the copyright holder's express written permission. However, users may print, 
download, or email articles for individual use.

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The Drawing Board VS Computer Generation

  • 1. ADCH 11 (1) pp. 49–61 Intellect Limited 2012 49 Art, Design & Communication in Higher Education Volume 11 Number 1 © 2012 Intellect Ltd Article. English language. doi: 10.1386/adch.11.1.49_1 Keywords brainstorming computer generation design education design process idea development thumbnail sketches Edward Appiah and Johannes C. Cronjé Cape Peninsula University of Technology Thumbnail sketches on idea development: The drawing board vs computer generation Abstract This article is an outcome of a survey that sought to determine the extent to which graphic design students are inspired by Information and Communication Technology (ICT) in using thumbnail sketches in their design process in a university in the developing world. In situations where idea development in graphic design moves into the digital domain, with developing countries also embracing ICT and its tech-nologies, change in pedagogy in graphic design education should be envisaged. The possibilities of design students avoiding the rigorous traditional use of thumbnail sketches were put to test as students these days spend long hours on the computer in their design development. Using analytical survey, data were analysed in refer-ence to students’ perception on ICT in the design process. It emerged that students go through their idea development now using computer-generated ideas in their devel-opment stages against the traditional thumbnail sketches. The findings highlight a review of current pedagogy of design education, especially in the area of idea devel-opment, to reflect the emerging trends of ICT in graphic design education in develop-ing countries.
  • 2. Edward Appiah | Johannes C. Cronjé 50 Introduct ion This study is situated in Ghana, a West African country where comput-ers are relatively new to the teaching of graphic design. In the last decade graphic design education in developing countries in Africa has witnessed the introduction of the Internet, sophisticated computer packages for drawing, image making and typography. As graphic design educators we have seen changes to students’ design work that no longer appear to conform to our expectations, partly because of the impact of Information and Communication Technologies (ICT). In particular, we see that students no longer use thumb-nail sketches as a fast means to generate ideas from that they can refine and develop a finished design. Traditionally, in the process of graphic design, thumbnail sketches aid designers to brainstorm in an effort to create new ideas (Jonson 2005; Tan & Melles 2010). There seems to be some perception with design educators to the view that there is no major creative work without thumbnail sketches. Design students in Africa are therefore trained to hold on to the tradition of going through thumbnail sketches in their sketchbooks before transferring them to their design work on computers. With the introduction of ICTs, including computer technology, the pedagogy of graphic design is changing the way students currently go through the design process (Yeoh 2002). Students are spending most of the time on the computer in developing their sketches for the design process. With such situations, can the design process rely strictly on the traditional thumbnail sketches for successful idea development? In the graphic design profession, many factors such as deadlines, budgets, production and logistical concerns, and client-imposed restrictions can influ-ence the design process (Resnick 2003), and therefore designers are also find-ing quick and alternative ways of creating good and creative designs within the limited space of time depending on the day’s pressure (Owens 2006). Technological advancement and the introduction of ICT is playing a domi-nant role in designers’ creative endeavour while aiding the design process (Swanson 1998). Graphic design students from the Department of Communication Design, within the Faculty of Art in the Kwame Nkrumah University of Science and Technology (KNUST), Ghana, have been required to supply many thumbnail sketches on paper in support of their finished design pieces. They do this to fulfil pedagogical requirements and tutor expectations of the design process. Anecdotal evidence shows that these are actually done after the execution of their final design for assessment, even though these sketches were supposed to be made at the developmental phase of the design processes (Reffat 2007). This situation, however, shows a form of deviation in students’ ability to strictly follow the design process in terms of doing thumbnail sketches, as required traditionally by the tutors. It also indicates that there is a transition from traditional pedagogies and expectations, influenced by the introduction and access to computers, not previously available in this particular context. Currently, about 85 per cent of the students’ population own their computer (be it a desktop or a laptop) against a ratio of twelve students to one computer a decade ago. This study attempts to answer a critical question: what actually influences the creative drive among graphic design students and where do these ideas originate in this day of ICT when students have literally ignored the recom-mended ‘structured stages’ of idea development?
  • 3. Thumbnail sketches on idea development 51 The article initially discusses the various literature for and against the use of traditional sketches in the design process. Other methods of creative thinking are also assessed against the backdrop of thumbnail sketches and later discus-sions and results on students’ perception on ICT in thumbnail sketches. Literature survey The traditional method Traditionally, the designer’s way of thought has to go through the design process to communicate effectively (Bender 2005). The design processes – problem identification, brainstorming/thumbnail sketches, roughs, finished rough/comprehensive and the final design – will have to be followed as if it is a laid-down rule (Schon 1998; Cross 2001) (see Figure 1). Altering it could endanger the smooth process of idea development, even though this is done in line with the creative process such that when a problem is identified, the relevant ideas are still encoded in the subconscious mind and then given ‘life’ by the use of thumbnail sketches. The design process is placed in line with the process of achieving a solu-tion in the field of graphic design. The design process, however, does not necessary follow the iterative sequence described. Divergent functions are the ones by which different options and alternatives are opened, expanding the space within which the design process proceeds. Functions related to the generation of alternative solutions, or searching for new information, pertain to this category (Mioduser and Dagan 2007). The design process can also be said to be made up of a series of phases, in each of which certain procedures predominate, and by means of which the designer makes progressively more clearly defined conjectures about appropriate solutions while rejecting inap-propriate ones (Schenk 1991). The design process could be seen as the constituent of following through this process. A major issue is when and how to put the pieces together until the creative ideas burst from the preconscious, processing into conscious awareness. This idea is also consciously verified, elaborated and then applied as in verification and must be represented in either two or three dimensions to give its graphic perspective. This means that the process might be the ‘lateral’ sequence of actions as we are made to believe. But the primitive thought that sparks idea development that is externalized can lead to a continuous cycle of repetitions of imagery and representation until, at one point, the designer decides to draw sketches (Hasirci and Demirkan 2007). The nature and qualities of the design process are conceived as a creative, branching, iterative and cyclical process based on multidisciplinary knowl-edge. This process has to meet the requirements of products-production proc-esses, which is, to be structured, to proceed in stages, to meet schedules and to be clearly product oriented (Mioduser and Dagan 2007: 2). The purpose of Figure 1: The ‘traditional method’ of design process.
  • 4. Edward Appiah | Johannes C. Cronjé 52 graphic design education is to prepare students for the professional practices (Resnick 2003: 16). It is therefore project based – a pedagogy of design that stems from the Bauhaus ideology of studio method of teaching and contin-ues to constitute the curricula today (Broadfoot and Bennett, 2003) – rather than subject-based listing. It can be seen as a process of informed synthesis, through articulation of models, diagrams and scenario visualizations; design education today can now match the complexity of real-world situations and has become the premise for assignment design (Ranjan 2005: 1). For the designer, any entity can be a source of inspiration or reference for conceptualization. This can be just small sketches or numerous doodles that have been inscribed somewhere. This could be refined or could set the tone for another ideation process of design to begin. Within several sketches at the conceptualization stage, the most ‘suitable’ ones are picked, refined and applied as a solution to a design problem. Such ‘sketches’ or ‘ideas’ could necessarily not be the numerous traditional thumbnail sketches required and could also be less than the ‘minimum number’, as required by the educator (Hodge 2009). Design process Wallas, (1926) analysis of design as preparation, inspiration and verification has been elaborated by Ward (2004), who proposes that the incubation in creative problem-solving enables the ‘forgetting’ of misleading clues. The absence of incubation may lead the problem solver to become fixated on inap-propriate strategies of solving the problem. Barron (1988), thinking along the same lines, places huge emphasis on subconscious and chance processes in the creative process. In a four-phase ‘psychic creation model’ he rather proposes Conception (in a prepared mind), Gestation (time, intricately coordinated), Parturition (suffering to be born) and emergence to light. The tone of Barron’s model supports the popular view of creativity as a mysterious process involving subconscious thoughts beyond the control of the creator. Perkins (1981), in contrast, argues that subconscious mental processes are behind all thinking and, therefore, play no extraordinary role in creative thinking. Just because we cannot fully describe our thought processes does not mean we are not in control of them. Today the design processes adopted for creative work in design has been derived from the ‘Ideation’ models. More importantly, creative thinking tools such as brainstorming enable one to have vast ideas to choose from. Doing thumbnail sketches or preliminary drawings, also referred to as idea develop-ment, has traditionally instigated these. Commenting on the role of drawing in the design process, Schenk (1991) sees drawing as a vehicle for creative inter-change in group sessions whereby the designer shares and stimulates ideas. Accordingly, many designers use drawing to develop their visual literacy and fund of ‘stored analogy’ to support creative behaviour (Schenk 1991: 181). The design process in idea development Expanding Wallas’ (1926) model along with the creative process of idea development Kneller (1978) proposes four distinct processes as preparation, incubation, illumination and put implementation/verification as one step. In incu-bation, Wallas believes that the conscious and subconscious mind are working on the idea, making new connections, separating unnecessary ideas and grab-bing other ideas. Illumination, which is the ‘Eureka’ moment, is considered
  • 5. Thumbnail sketches on idea development 53 the emergence of a solution almost out of thin air at an unexpected moment (Hegeman 2008) and occurs when perceptions are restructured in the mind and ideas are integrated in found solutions (Cross 1997), and when it hits, the creative urge is so incredibly strong that one loses track of other happenings. At this stage designers only see the creation at the end. They do not recog-nize or care much about the processes that generated that idea, especially when clients, supervisors, lecturers and directors expect the end product on a certain schedule as in the design profession. Designers know that for every good idea, there are at least a few that do not work out, but they cannot know ahead of time what and how it is going to work and what will not. This does not exclude the traditional method of ideas development. It is at this stage that thumbnail sketches become useful in plotting out ideas for the process. Thumbnail sketc hes in ideas development Thumbnail sketches are a series of small, unrefined drawings, just brainstorm-ing ideas that will be refined in coherent design later. It is about an exploration of over 60 possible solutions, narrowing down to just a handful of best ideas (Hodge 2009). In other words, one works through and generates a multitude of ideas in a relatively short period of time. Significance of thumbnail sketches in creativity Hodge (2009) supports the idea that putting ideas quickly on paper is the only way to evaluate them to see whether they are worth exploring further. According to him, computer renderings and modern CAD and modelling packages are great, but thinking on paper with a good old-fashioned pencil is always the place to start. In dealing with clients, Hodge (2009) advocates that showing sketched thumbnails or compositions to clients, will potentially save you an enor-mous amount of time as they explain how early in the process you get client approval. Arguments in support of traditional thumbnail sketches in briefs include giving students the license to think freely and creatively and come up with several good ideas that might not otherwise surface. They enable design-ers to draw quickly and without thinking too much about the end results at this point. They also help designers to think faster and open the creative doors to designers and enable them to select a favourite composition using the selected thumbnail sketch to develop their designs. Figure 2: Thumbnail sketches for BioTrekker Logo Design (Designer: Karley Barrett).
  • 6. Edward Appiah | Johannes C. Cronjé 54 Idea development beyond thumbnail sketches Despite these thoughts, it is significant to know that other latent attributes do become engaged in the ideas development stages. This stems from the fact that creativity does not take place ex-nihilo (Ward 2004). Existing images, ideas and objects are mostly resources one scans through for the most effec-tive result. Creating from an existing idea calls to mind brainstorming for ideas. This brainstorming may go with or without the traditional thumbnail sketches. With the advent of ICT and the Internet, together with the revo-lution in the graphic design industries, designers offer series of ideas and templates in magazines and dailies. Also available are ‘shutter stocks’ and ‘image banks’, where one can copy a lot of images and layout that design-ers incorporate into their creativity process. With these resources at hand, do graphic designers these days need thumbnail sketches since the design proc-esses were developed in an era where there was no Internet technology? In the field of computer science, it is called ‘generate and test’. In elemen-tary algebra, it is ‘guess and check’. This can be seen as an approach to prob-lem solving and is contrasted with an approach using insight and theory. In trial and error, one selects a possible answer, applies it to the problem and, if it is not successful, selects (or generates) another possibility that is subse-quently tried. The process ends when a possibility yields a solution. In this level of developmental series, the designer makes thumbnail sketches with the problem in mind. These sketches are analysed and those that cannot meet the specification are discarded. These can take place on the computer with the right kind of software or tool relevant for the designer. Creative processes involve divergent thinking, which is the ability to come up with new and unusual answers where multiple responses that can poten-tially satisfy a problem and thumbnail sketches in graphic design represent a concrete example of divergence, which then present opportunities to refine potential solutions. Taking an old design and manipulating as a new design as quickly as possible can sometimes required deductive skills of convergent thinking solu-tion with the purpose of arriving at one identifiably correct answer for idea development. The Internet is aiding most designers today, limiting them of the hassle of thumbnail sketches by providing the necessary options of designs for which the designers can use in their creative works. As design educators, this becomes worrying as the pedagogy calls for students to engage in idea devel-opment to create their own concepts for design solutions. Currently, ICT is providing vast information on most subjects that designers wish to research. It is possible to get images of people using the digital camera or digitizing photo-graph or art pieces such as mosaic, painted works by scanning them and later manipulating them on the computer. This becomes acceptable when students have already developed their own concepts. There is no doubt that there may be fundamental issues that need to be confronted in terms of current pedagogy, especially when it comes to the use of ICT in the developing world. Graphic design educators in the developing world will have to realize the paradigm shift in the pedagogy of graphic design, especially with the emergence of ICT in the equation, and make necessary efforts in overcoming these challenges. As students appeared to be influenced by the ease with which they could access and modify existing images on the Internet and to abandon the use of thumbnail sketches as a means of generating ideas, we sought to find out how design students today initiate their creative works, and how and whether they
  • 7. Thumbnail sketches on idea development 55 create through the traditional use of thumbnail sketches on paper or just by image modification. We also wanted to understand their perception of ICT in today’s design process. Method Participants The population under study was the students of the Department of Communication Design at KNUST, Ghana. The population of students of the department is 587, out of which 206 are females and 381 are males. The study was further targetted to only third- and final-year students of the Department of Communication Design, which is 132 and 172, respectively. The communication design course is currently a four-year degree course, leading to a qualification of an honours bachelor degree in communication design. The researchers assumed that the target population is a true representa-tion of the Department of Communication Design who could provide credible information for the research question based on the following: 1. The students of communication design undergo the design process during their practical works after two years of basic design where thumbnail sketches are the fundamental approach to the design process. 2. The third and final years have learnt the discourse of design and gained enough practical work experience both academically and at internship. 3. During the internship, they were exposed to conditions working under serious supervision and stress, where they also had some experience in actual designing within real-life situation at professional design studio. 4. Their experiences could enable them to provide practical responses to the research questions. We used the analytical survey method, which had quantitative or numerical data that were analysed using appropriate statistics. Primary data through questionnaires were later analysed and interpreted using a standard statisti-cal software package (Gravettor and Forzano 2009) Statistical Programme for Social Sciences (SPSS). The convenience sampling technique was used in getting students to respond to the questionnaires, which were randomly distributed. Out of the 587 total populations of students in the Communication Design Department, 200 students were selected as the population sample. A total of 100 students were sampled from each of the third- and final-year groups. The sampling was carried out randomly as the researchers distributed the questionnaires to student just before a class session. Out of 200 questionnaires distributed, 106 males and 94 females answered the questionnaire. Table 1 shows a detailed breakdown of gender by year. Third-year students Fourth-year students Total Males 48 58 106 Females 52 42 94 Total 100 100 200 Table 1: Population and gender of respondents.
  • 8. Edward Appiah | Johannes C. Cronjé 56 Data collection Questionnaires were given to students as they entered the classroom. This way any student from any of the two-year groups could be considered. This was to avoid selection bias where questionnaires might be given to favoured students only. Students were encouraged to answer and return them to the lecturer, who put them in an envelope and handed them to the first researcher after the class. The questionnaires were in two categories of ten questions each. The first was to find out the practical views of thumbnail sketches in idea develop-ment and the second was to find out perceptions of ICT in idea development among students today. The questionnaires were designed to determine which approaches best aid idea development from the students’ point of view. To this effect, the ten items in each case were weighted the same. However, the two sets were all closed-ended questions to avoid ambiguity in the responses provided by the respondents. Before this, third-year students had just finished a six-day project on ‘Branding the entrance’, a project that allows young creatives to design a miniature prototype of a 3-D character to be displayed on the street as part of the City’s Design Awareness Week. The character comes alive with hair-dos, dress code and unique creature characteristics such as Androids, Zombies, Robots, etc., that could inspire to make the street entrance a memorable one. One of the aims was to explore and understand character design for a specific purpose. The fourth years had also finished with a two-week ‘Creating an identity for your firm’, where students were asked to come out with a corporate Figure 3: Sample of a third-year student’s work showing the thumbnails and the finished work.
  • 9. Thumbnail sketches on idea development 57 identity for their own named firm as a way of telling the market: a new design firm is born. In all these, students were to: • create a high-quality PDF and illustrator file of the final works and save in the specified folder • print out A3 colour lasers of final copies of work; where appropriate, neatly cut out and assemble some in class with the rest mounted on an A2 card and • submit a folder containing thumbnails/scamp works showing how the ideas were generated and arrived at. Discussions and results What cannot be disputed from the analysis of the dataset is that students do not like doing actual thumbnail sketches in the traditional way when they are developing ideas, even though they had indicated that they do put the ideas in the form of thumbnail sketches. These are either refined ideas from the Internet or sketches they create using computer technology. This supports the idea that designers cannot do without thumbnail sketches and that thumbnail sketches help them to come out with creative works (Tan & Melles 2010). Yet they seem not to use it in the way as expected by educators in the traditional way. More significantly, the data suggested that the use of thumbnail sketches and ICT in idea development could not be avoided in terms of creativity. In each case, the impact of the use of any one of them can influence students either positively or negatively. In students using any of the two for idea devel-opment, it shows their creative-thinking result in the solutions to their design problems and this comes in so many ways such as rational thinking, conver-gent and divergent thinking, heuristic thinking and trial and error. However, all these thinking processes are actualized through physical representation, and in these cases, students go through some of these creative-thinking processes while they have the idea in their subconscious mind. To actualize these ideas, they use both the traditional thumbnail sketches and computer-generated drawings, but mostly the latter. Doing thumbnail sketches as a form of brainstorming When it comes to the issue of drafting and redrafting to get ideas for their solutions, the study revealed that • students declared that they do not consider thumbnail sketches unneces-sary to idea development and that they do thumbnail sketches as a form of brainstorming • thumbnail sketches help them considerably to come out with creative designs and they actually do some sketches on paper • students actually involved more than ten ideas in their creative works before arriving at a design solution for their works, although not up to 60 sketches (Hodge 2009) • students do not start their design process with thumbnail sketches in the traditional way but rather finish their final creative work before doing traditional paper-based thumbnail sketches for academic demands • Students declared that they do put ideas researched for in the form of thumbnail sketches. Such ideas are the refined generations they create using computer technology.
  • 10. Edward Appiah | Johannes C. Cronjé 58 Concerning the use of thumbnails with ICT in idea development, data gath-ered suggested that: • students actually use the ICT and the Internet as their sources of inspiration • they copy ideas from the Internet that suit their design by doing it exactly or adding a little to it, a worrying situation that calls for educators atten-tion to current pedagogy • they can work so many ‘crazy’ ideas by modifying ideas, some copied from the Internet • they normally manipulate images with the use of computer programs until they get their desired work • students do sometimes combine traditional thumbnail sketches with computer-generated ideas • idea generation with the computer is very fast and fantastic. This means that students enjoy using computer technologies for idea development. • students do not consider computer-generated ideas as thumbnail sketches too. It could be followed here that once students enjoy generating ideas with the computer technology, they put all their energy into getting more ideas gener-ated with the computer. In addition, students use those ideas generated with the aid of computer technologies to replace traditional thumbnail sketches. By inference, students, by using computer technology, can refine existing ideas and at the same time create new ideas. The making of a sketch may help generate a mental image that, in turn, may produce more sketches, which may, again, generate another mental image, and so on, a process referred to as reinterpretation and a valuable source of new and unexpected ideas (Stones and Cassidy 2010). Looking further, students have the view that computer-generated ideas are not thumbnail sketches but they normally do thumbnail sketches after work has been finished on their creative work. To them thumbnails are just the traditional sketches done on paper. The main reason given for adding such thumbnail sketches at the end of the idea development process was for academic reasons, to fulfil the tutors’ requirements for assessment. Significantly, traditional thumbnail sketches are necessary to idea devel-opment but this is being replaced by computer-generated ideas. Students can create more computer-generated ideas for selection, leading to compre-hensive concepts and final execution of the idea. The issue for academics in this setting is should students revisit their old conventional way of creating thumbnail sketches or should they be encouraged to perfect the skills involved in the use of computers in generating ideas, since both are aimed at idea generation? This study propose educators adopting a blended approach for idea development but that will also demand a clear pedagogy that will align with the principles of students developing ideas, be it from scratch or from influences of other sources. Design educators and researchers need to do more work as these involve some pedagogical review. There is the need to develop a clear pedagogy that includes developing ideas with ICT. The use of idea-generation methods needs to be made clear to students, particularly the use of other people’s work to inspire students and giving references and acknowledging sources. This study shows that as students envisaged the ideas in the subconscious mind, they go to the computer directly after they have an embryonic idea to
  • 11. Thumbnail sketches on idea development 59 find images that can help them to develop it. In addition, as ICT has provided students with so many options or possibilities it is possible for students to sometimes copy layout, images or ‘ideas’ from the Internet, which they incor-porate into their designs just by refining and adapting them. Students have actually attested to understanding several ways of creative thinking and how ideas could be made a reality. This they do either through traditional thumbnail sketches or through computer generation (generating ideas through image, layout and text manipulation that are at times copied from the Internet), and improving or adapting them for a particular design brief. Significantly, students do not go through the traditional method of doing thumbnail sketches when they commence work but rather replace it with computer-generated ideas. This stems from ICT having a huge impact on idea generation. Students appear to shun the conventional method of using thumbnail sketches on paper. The bottom line here is whether students should be encouraged or supervised to do thumbnail sketches or to go on with their own ‘shortcut’ of computer generation of ideas. It would be interesting to take this research further to understand the qualitative difference in using the two routes of idea development. Initial thoughts suggest using the Internet tempts students to use other people’s ideas, rather than think through the construc-tion of their own. The implication of this is the issue of plagiarism, especially when it involves other images where sources will not be acknowledged. The studies somehow defeat the idea that thinking on paper with a good old-fashioned pencil is always the place to start (Hodge 2009). Computer renderings are also great and the desire to skip sketching on paper and jump straight to the computer or work out your solutions as digital sketches is also a possibility. We see nothing wrong with this, especially for one’s own experi-mental work. It is possible to manipulate images to come out with creative works with computers. It has the necessary tools such as ‘undo’ or ‘redo’ to correct mistakes. While it is possible to build sketches on the computer, it might not be as fast as sketching multiple concepts on paper but the study did not capture that aspect. Information and communication technology has many tools that help the designer execute his ideas more effectively. With ICT, designers start their design from the scratch to the finish at times without going through the ‘traditional’ thumbnail sketches. Several ideas can be experimented with to arrive at the desired design or until a desired design is achieved, even though this may be project specific. Concl usion The purpose of this project was to determine the extent to which design students are being inspired by ICT in their idea development. Design educa-tors at KNUST are ‘pushing’ learners to strictly adhere to the pedagogy of using the traditional approach of thumbnail sketches on the drawing board in their design process. The results of the study show students are rather being influenced by ICT and are using computers to develop their ideas. These computer-generated ideas are sometimes ideas that have been refined from images or existing ideas from the Internet. It was also realized that students were using relevant software to create alternative ideas. Having been required to use thumbnail sketching as a process in their earlier years of study, students seem set for the job market as professionals, able to generate ideas in a number of different ways, appropriate to the needs of graphic design professionals.
  • 12. Edward Appiah | Johannes C. Cronjé 60 The purpose of graphic design education is to prepare students for profes-sional practices (Resnick 2003). To meet the challenges of deadlines, budg-ets, production and logistical concerns, and client-imposed restrictions, each project will require its own method of approach to the solution. Students will strongly want to adopt such approach in executing their assignments too. However, pedagogical models need to be realigned to meet today’s needs in graphic design education in emerging countries. We recommend that for pedagogical reasons, students should be encour-aged to add their thumbnails to their final presentations. This could be the printout of their computer-generated ideas or the sketches done tradition-ally as sources of their brainstorming ideas. This will encourage students to be more sincere in submitting accurate works in terms of thumbnail sketches. In this way, students will be ‘sincere’ in following through the design process. It will also encourage the proper use of ICT in their ideation process and thereby increase their creative thinking abilities. As a way of strengthening their creative ability with ICT and computer-generated ideas, students should be allowed to produce several phases of ideas generated during idea exploration, be it several layout exploration or image modifica-tion or text. In this way, students will learn to be bold in developing ideas with or without ICT. References Barron, F. (1988), ‘Putting creativity to work’, in R. J. Sternberg (ed.), The Nature of Creativity, Cambridge, UK: Cambridge University Press, pp. 76–98. Bender, D. M. (2005), ‘Developing a collaborative multidisciplinary online design course’, Journal of Educators Online, 2(2), 00, pp.1–12. Broadfoot, O. and Bennett, R. (2003), ‘Design Studios: Online? Comparing traditional face-to-face Design Studio education with modern internet-based design studios Proceedings of the Apple University Consortium Conference 28 September–1 October, 2003 University of Adelaide, Adelaide, South Australia , Australia, pp. 1–13. Cross, N. (1997), ‘Creativity in design: Analysing and modelling the creative leap’, Leonardo, 30: 4, pp. 311–17. Cross, N. (2001), ‘Designerly ways of knowing: Design discipline versus design science’, Design Issues, 17: 3, pp. 49–55. Gravettor, F. J. and Forzano, L.-A. B. (2009), Research Methods for Behavioral Sciences, 3rd ed., Belmont, CA: Wadsworth Cengage Learning. Hasirci, D. and Demirkan, H. (2007), ‘Understanding the effects of cognition in creative decision making: A creativity model for enhancing the design studio process’, Creativity Research Journal, 19: 2–3, pp. 259–71. Hegeman, J. (2008), The Thinking Behind Design, Carnegie Mellon University, Pittsburg http://jamin.org/portfolio/thesis-paper/thinking-behind- design. pdf, Accessed 19 March 2009. Hodge, S. (2009), ‘Drawing’, http://psd.tutsplus.com, Accessed 20 April 2009. Jonson, B. (2005), ‘Design ideation: The conceptual sketch in the digital age’, Design Studies, 26, pp. 613–24. Kneller, G. F. (1978), in J. Reis (ed.), Arte e ciencia da criatividade, Sao Paulo, Brazil: IBRASA. Mioduser, D. and Dagan, O. (2007), ‘The effect of alternative approaches to design instruction (structural or functional) on students’ mental models
  • 13. Thumbnail sketches on idea development 61 of technological design processes’, International Journal of Technology Des Education, 17, pp. 135–48. Owens, K. (2006), ‘Creating responsible designers: Recognizing and respon-ding to professional immunity claims’, Visual Communication Quarterly, 13: 3, pp. 152–65. Perkins, D. N. (1981), The Mind’s Best Work, Cambridge, MA: Harvard University Press. Ranjan, M. P. (2005), Creating the Unknowable: Designing the Future in Education, Proceedings of the 6th international conference of the European Academy of Design, 29–31 March 2005, University of the Arts, Bremen, pp.1–14. Reffat, R. (2007), ‘Revitalizing architectural design studio teaching using ICT: Reflections on practical implementations’, International Journal of Education and Development using Information and Communication Technology (IJEDICT), 3: 1, pp. 39–53. Resnick, E. (2003), Design for Communication: Conceptual Graphic Design Basics, New Jersey: John Wiley and Sons. Schenk, P. (1991), ‘The role of drawing in the graphic design process’, Design Studies, 12: 3, pp. 168–181. Schon, D. A. (1998), Educating the Reflective Practitioner, London: Jossey-Bass Publishers. Stones, C. and Cassidy, T. (2010), ‘Seeing and discovering: How do student designers reinterpret sketches and digital marks during graphic design ideation?’, Design Studies, 31: 5, pp. 439–60, http://dx.doi.org/10.1016/j. destud.2010.05.003. Swanson, G. (1998), ‘Graphic design education as a liberal art: Design and knowledge in the university and the “real world” situations’, in S. Heller (ed.), The Education of a Graphic Designer, New York: Alliworth Press, pp. 13–23, http://www.jstor.org/stable/1511656, Accessed 14 September 2011. Tan, S. and Melles, G. (2010), ‘An activity theory focused case study of graphic designers’ tool-mediated activities during the conceptual design phase’, Design Studies, 31: 5, pp. 461–78, http://linkinghub.elsevier.com/retrieve/ pii/S0142694X10000426, Accessed 20 February 2011. Wallas, G. (1926), The Art of Thought, New York: Harcourt Brace Jovanovich. Ward, T. B. (2004), ‘Cognition, creativity , and entrepreneurship’, Journal of Business Venturing, 19, pp. 173–88. Yeoh, K. C. (2002), A Study on the Influences of Computer Usage on Idea Formation in Graphic Design Students, Ph.D. Thesis, Texas Tech University, Texas. Suggested citation Appiah, E. and Cronjé, J. C., (2012), ‘Thumbnail sketches on idea development: The drawing board vs computer generation’, Art, Design & Communication in Higher Education 11: 1, pp. 49–61, doi: 10.1386/adch.11.1.49_1 Edward Appiah and Johannes C. Cronjé have asserted their right under the Copyright, Designs and Patents Act, 1988, to be identified as the authors of this work in the format that was submitted to Intellect Ltd.
  • 14. intellect www.intellectbooks.com International Journal of Education Through Art ISSN 1743-5234 | Online ISSN 2040-090X 3 issues per volume | Volume 9, 2013 publishers of original thinking Aims and Scope The International Journal of Education Through Art seeks to question and evaluate the manner in which art is produced, disseminated and interpreted across a diverse range of educational contexts. Taking an interdisciplinary approach, the journal aims to reflect critically upon the relationship between education and art. Call for Papers The editor invites original and stimulating articles addressing art, craft and design education, formal and informal education contexts, pedagogy policy and practice, comparative education and transcultural issues. Adopting an open and inventive interpretation of research-based analysis, articles should seek to provoke discussion on the status of education through art. Editor Glen Coutts University of Lapland editor1@insea.org Reviews Editor Nicholas Houghton University for the Creative Arts NHoughton@ucreative.ac.uk Editorial Assistant Teresa Eça editor2@insea.org Intellect is an independent academic publisher of books and journals, to view our catalogue or order our titles visit www.intellectbooks.com or E-mail: journals@intellectbooks.com. Intellect, The Mill, Parnall Road, Fishponds, Bristol, UK, BS16 3JG.
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