Redmond's Girls Unlimited program hosts annual workshops focusing on career options for young women in the area. In 2015, I was invited to return for my second Girls Unlimited keynote talk, this time focusing on my career in the arts - both in interaction design and in acting. The talk ends with a number of calls to action that are applicable to any beginning artistic career.
Enkele citaten uit het boek The Icarus deception : how high will you fly? van Seth Godin. Teksten die aansluiten bij de attitude die programmerende bibliothecarissen nodig hebben om goed te kunnen functioneren in de 21e eeuw.
To be good user experience folks, we need to crack open some psych 101 textbooks, learn what motivates people and then bake these ideas into our designs.
presented at FITC Toronto 2018
More info at http://fitc.ca/event/to18/
Lauren Hom, Hom Sweet Hom
Overview
In early 2016, Lauren packed up her studio in New York City in pursuit of the ultimate form of inspiration: travel. After exploring the world for a year, she was surprised to discover that she didn’t feel more inspired than before. The truth is, she’d actually found more inspiration for her work in her normal, everyday life than in her epic world trip.
That’s not to say that travel can’t be wildly inspiring – it totally can be. But what if she told you that there’s just as much inspiration in fighting with your spouse as there is in traveling the world? Would you believe her if she told you that she’s gotten more inspiration from a night of drinking than a night of watching TED talks? What Lauren hopes to teach you today is that EVERY experience in your life can be used as inspiration. You are the secret source of inspiration you never even knew you had – you just need to know where to look.
Objective
To inspire the audience with stories of how I’ve turned mundane events into powerful creative projects & how they are more than capable of doing the same
Target Audience
Designers and entrepreneurs who want to get more eyes on their work & feel more creatively inspired
Five Things Audience Members Will Learn
Every experience is inspiration – even the bad stuff
There is magic in the mundane
Relatable ideas are shareable ideas
Use your skills to solve your problems & you’ll solve them for others too
The secret to creativity is simply paying attention
Enkele citaten uit het boek The Icarus deception : how high will you fly? van Seth Godin. Teksten die aansluiten bij de attitude die programmerende bibliothecarissen nodig hebben om goed te kunnen functioneren in de 21e eeuw.
To be good user experience folks, we need to crack open some psych 101 textbooks, learn what motivates people and then bake these ideas into our designs.
presented at FITC Toronto 2018
More info at http://fitc.ca/event/to18/
Lauren Hom, Hom Sweet Hom
Overview
In early 2016, Lauren packed up her studio in New York City in pursuit of the ultimate form of inspiration: travel. After exploring the world for a year, she was surprised to discover that she didn’t feel more inspired than before. The truth is, she’d actually found more inspiration for her work in her normal, everyday life than in her epic world trip.
That’s not to say that travel can’t be wildly inspiring – it totally can be. But what if she told you that there’s just as much inspiration in fighting with your spouse as there is in traveling the world? Would you believe her if she told you that she’s gotten more inspiration from a night of drinking than a night of watching TED talks? What Lauren hopes to teach you today is that EVERY experience in your life can be used as inspiration. You are the secret source of inspiration you never even knew you had – you just need to know where to look.
Objective
To inspire the audience with stories of how I’ve turned mundane events into powerful creative projects & how they are more than capable of doing the same
Target Audience
Designers and entrepreneurs who want to get more eyes on their work & feel more creatively inspired
Five Things Audience Members Will Learn
Every experience is inspiration – even the bad stuff
There is magic in the mundane
Relatable ideas are shareable ideas
Use your skills to solve your problems & you’ll solve them for others too
The secret to creativity is simply paying attention
For all the attention given to design and UX in recent years, here’s the truth: Most companies are not set up to truly deliver an experience. Consider the rich, nuanced experiences we’ve come to expect from more mature mediums like film or game design. These experiences makes us feel, in deep and profound ways. But pulling this off requires a constant orchestration of things at the systems-level and a laser focus on incredibly fine emotional details. And speaking frankly, things like “feelings” “experiences” and “emotions” — these are intangible things. Businesses are trained to prioritize, quantify, and measure tangible things, that promise a clear payoff. We pit belief–about what will create a great customer experience— against data. Is there a reconciliation between these two mindsets?
In this session on design leadership, speaker Stephen P. Anderson will share his experiences, both as a consultant and as part of an executive team, trying to balance the needs of the business with needs of the customer. He’ll share a model — adapted from game design — that offers to balance theses kinds of “art and science” issues, promising to bring together cross-functional teams and reconcile competing interests. Taking cues from game design, this new model will give you a constructive way to think about everything from designing for emotional needs to tracking key metrics to discerning between “little e” experiences and the “Big E” experience. Walk away with a framework you can use to balance what’s right for the business with what’s right for the customer.
For all of the hype around “user experience” it often feels like we struggle with what it means to actually craft an experience. We build and ship products that are perfectly fine. We make things that are usable, attractive, responsive, reliable and whatever else has come to be expected. And yet, there’s something missing. Something intangible. It’s not obvious what’s missing, until we contrast our own work against other mediums more established than our own: Film. Game design. Storytelling. Advertising… These mediums know how to make us feel, in deep and profound ways. So how do we do the same? Are there processes we can change, or things we can do to create memorable and meaningful experiences? And who has reached this level of emotional engagement? In this session, Stephen P. Anderson will explore the subtle, but critical ways we can level up our work, bringing a depth and richness to the experiences we shape.
some rough thoughts on BLND.
On the mood, the ethos, what we want it to be an how we'd like it to look. Obviously nothing is set in stone but this should be a good base to work from
If good design requires failure, how can designers f*ck up when failure isn’t considered an option?
Edison famously said, "I failed my way to success." In the interactive world, we've all heard the buzz phrases about failing fast, and how failure--particularly in the form of prototyping--can be a powerful design tool. But what about real failure? We've all experienced projects that never got off the ground, or crashed and burned stunningly. We don't put them in our portfolios. We only talk about them when we've had one drink too many. What can we learn from our embarrassments? And are there really things we can learn by failing, especially in the agency and consulting worlds, where we are hired for our expertise, and infallibility?
Questions to think about:
Can there be actual power, and knowledge in failure? What is your biggest failure, and what did you learn from it?
What are the different ways you can fail? Have you ever had a "successful" project that was a personal failure? Why? What can you learn from it?
Why are we so afraid of failing? What are the negative consequences of failure? And how can we encourage a positive viewpoint on failure?
How can we pull victory from the flames of defeat? How do you not panic when you sense yourself failing? How can you use your failure to inform future successes?
How can we build an acceptance of failure into a design or consulting practice? How can we get away from always having to be right, and move towards creative adaptability?
A teaser of my Interaction14 talk - F*CK UP DESIGNJason Nunes
If good design requires failure, how can designers f*ck up when failure isn’t considered an option?
Edison famously said, “I failed my way to success.” In the interactive world, we’ve all heard the buzz phrases about failing fast, and how failure–particularly in the form of prototyping–can be a powerful design tool. But what about real failure? We’ve all experienced projects that never got off the ground, or crashed and burned stunningly. We don’t put them in our portfolios. We only talk about them when we’ve had one drink too many. What can we learn from our embarrassments? And are there really things we can learn by failing, especially in the agency and consulting worlds, where we are hired for our expertise, and infallibility?
http://interaction14.ixda.org/program/wednesday/51-f-ck-up-design
The Philippines' top young corporate trainer and fast-rising motivational speaker, Myron Sta. Ana, discusses what future marketing practitioners and marketing managers can do or what first steps they can take when their ideas fail at first. He also talks about dealing with failures and coming back stronger and better.
Quotes, ideas, links, and more from Cannes 2012.
***** I am still working on the slides. I have only uploaded to ensure the presentation is working well on Slideshare. Check back in a few days for a more updated version, or check out my other presentations in the mean time.
The following handbook has been created to clarify and expedite the process of bringing a project from script to screen. It is an ‘A to Z’ guide to producing, created from hands- on experience and designed to anticipate challenges and avert potential pitfalls. Like the system it lays out, it is a handbook that should evolve as the challenges that face you and the rest of the entertainment industry evolve.
Lectures 15 and 16: Learning From The Masters, Storytelling, Worldbuilding, ...Fahri Karakas
Art Description/Synopsis:
In this class that is designed as collective performance art, we review some of the biggest names in the landscapes of entertainment, creativity, and business.
From space to magic, from basketball to fashion, from animation to computer games, from film music to architecture we have a trans-disciplinary tour of storytelling and creative careers.
We have a lot of puzzles. We have a series of exercises in asset creation and imagination.
In one of these exercises, you will have the opportunity to practice screenwriting, world-building, and storytelling.
However, the main actor in all of this experience (the connecting thread/anchor) is a squash.
Contents:
Review of Last Class
Puzzles: This week in review
Puzzles & Improv Adventures
Workshop: Heroes of Entertainment & Imagination
Exercise: Six Adventures and Six Challenges
Exercise: Screenwriting, World-Building, and Storytelling
Workshop: Creating Assets
Exercise: You are a Super-hero
Key Takeaways
Here are The Squash articles:
https://medium.com/datadriveninvestor/7-brainstorming-exercises-and-7-lessons-inspired-by-a-yellow-squash-9f9e0df3f236
https://medium.com/datadriveninvestor/what-a-yellow-squash-can-teach-you-about-creativity-3ea5e26cb28a
For all the attention given to design and UX in recent years, here’s the truth: Most companies are not set up to truly deliver an experience. Consider the rich, nuanced experiences we’ve come to expect from more mature mediums like film or game design. These experiences makes us feel, in deep and profound ways. But pulling this off requires a constant orchestration of things at the systems-level and a laser focus on incredibly fine emotional details. And speaking frankly, things like “feelings” “experiences” and “emotions” — these are intangible things. Businesses are trained to prioritize, quantify, and measure tangible things, that promise a clear payoff. We pit belief–about what will create a great customer experience— against data. Is there a reconciliation between these two mindsets?
In this session on design leadership, speaker Stephen P. Anderson will share his experiences, both as a consultant and as part of an executive team, trying to balance the needs of the business with needs of the customer. He’ll share a model — adapted from game design — that offers to balance theses kinds of “art and science” issues, promising to bring together cross-functional teams and reconcile competing interests. Taking cues from game design, this new model will give you a constructive way to think about everything from designing for emotional needs to tracking key metrics to discerning between “little e” experiences and the “Big E” experience. Walk away with a framework you can use to balance what’s right for the business with what’s right for the customer.
For all of the hype around “user experience” it often feels like we struggle with what it means to actually craft an experience. We build and ship products that are perfectly fine. We make things that are usable, attractive, responsive, reliable and whatever else has come to be expected. And yet, there’s something missing. Something intangible. It’s not obvious what’s missing, until we contrast our own work against other mediums more established than our own: Film. Game design. Storytelling. Advertising… These mediums know how to make us feel, in deep and profound ways. So how do we do the same? Are there processes we can change, or things we can do to create memorable and meaningful experiences? And who has reached this level of emotional engagement? In this session, Stephen P. Anderson will explore the subtle, but critical ways we can level up our work, bringing a depth and richness to the experiences we shape.
some rough thoughts on BLND.
On the mood, the ethos, what we want it to be an how we'd like it to look. Obviously nothing is set in stone but this should be a good base to work from
If good design requires failure, how can designers f*ck up when failure isn’t considered an option?
Edison famously said, "I failed my way to success." In the interactive world, we've all heard the buzz phrases about failing fast, and how failure--particularly in the form of prototyping--can be a powerful design tool. But what about real failure? We've all experienced projects that never got off the ground, or crashed and burned stunningly. We don't put them in our portfolios. We only talk about them when we've had one drink too many. What can we learn from our embarrassments? And are there really things we can learn by failing, especially in the agency and consulting worlds, where we are hired for our expertise, and infallibility?
Questions to think about:
Can there be actual power, and knowledge in failure? What is your biggest failure, and what did you learn from it?
What are the different ways you can fail? Have you ever had a "successful" project that was a personal failure? Why? What can you learn from it?
Why are we so afraid of failing? What are the negative consequences of failure? And how can we encourage a positive viewpoint on failure?
How can we pull victory from the flames of defeat? How do you not panic when you sense yourself failing? How can you use your failure to inform future successes?
How can we build an acceptance of failure into a design or consulting practice? How can we get away from always having to be right, and move towards creative adaptability?
A teaser of my Interaction14 talk - F*CK UP DESIGNJason Nunes
If good design requires failure, how can designers f*ck up when failure isn’t considered an option?
Edison famously said, “I failed my way to success.” In the interactive world, we’ve all heard the buzz phrases about failing fast, and how failure–particularly in the form of prototyping–can be a powerful design tool. But what about real failure? We’ve all experienced projects that never got off the ground, or crashed and burned stunningly. We don’t put them in our portfolios. We only talk about them when we’ve had one drink too many. What can we learn from our embarrassments? And are there really things we can learn by failing, especially in the agency and consulting worlds, where we are hired for our expertise, and infallibility?
http://interaction14.ixda.org/program/wednesday/51-f-ck-up-design
The Philippines' top young corporate trainer and fast-rising motivational speaker, Myron Sta. Ana, discusses what future marketing practitioners and marketing managers can do or what first steps they can take when their ideas fail at first. He also talks about dealing with failures and coming back stronger and better.
Quotes, ideas, links, and more from Cannes 2012.
***** I am still working on the slides. I have only uploaded to ensure the presentation is working well on Slideshare. Check back in a few days for a more updated version, or check out my other presentations in the mean time.
The following handbook has been created to clarify and expedite the process of bringing a project from script to screen. It is an ‘A to Z’ guide to producing, created from hands- on experience and designed to anticipate challenges and avert potential pitfalls. Like the system it lays out, it is a handbook that should evolve as the challenges that face you and the rest of the entertainment industry evolve.
Lectures 15 and 16: Learning From The Masters, Storytelling, Worldbuilding, ...Fahri Karakas
Art Description/Synopsis:
In this class that is designed as collective performance art, we review some of the biggest names in the landscapes of entertainment, creativity, and business.
From space to magic, from basketball to fashion, from animation to computer games, from film music to architecture we have a trans-disciplinary tour of storytelling and creative careers.
We have a lot of puzzles. We have a series of exercises in asset creation and imagination.
In one of these exercises, you will have the opportunity to practice screenwriting, world-building, and storytelling.
However, the main actor in all of this experience (the connecting thread/anchor) is a squash.
Contents:
Review of Last Class
Puzzles: This week in review
Puzzles & Improv Adventures
Workshop: Heroes of Entertainment & Imagination
Exercise: Six Adventures and Six Challenges
Exercise: Screenwriting, World-Building, and Storytelling
Workshop: Creating Assets
Exercise: You are a Super-hero
Key Takeaways
Here are The Squash articles:
https://medium.com/datadriveninvestor/7-brainstorming-exercises-and-7-lessons-inspired-by-a-yellow-squash-9f9e0df3f236
https://medium.com/datadriveninvestor/what-a-yellow-squash-can-teach-you-about-creativity-3ea5e26cb28a
[DEVit 360] Opti-pessimism: Design for the best case, build for the worstCheryl Platz
How can we design for the promise of the future AND build for the reality of today? Cheryl Platz turns her experience designing for products like Azure and Alexa into survival strategies for products at the cutting edge. From product concepts to system architecture, we'll take a whirlwind tour to build a roadmap for "opti-pessimistic" product design.
Voice user interface expert Cheryl Platz deconstructs the shortcomings of today's voice user interfaces in order to chart a path towards a future of amplified humanity.
[Interaction 18] From Blank Page to World StageCheryl Platz
Most designers are experts at improving upon existing experiences - but how does your process translate to a brand new product? How do you keep a brand new product alive, keep stakeholders passionate, and keep your customer at the center of it all all from behind a veil of secrecy? Cheryl shares some of the processes and techniques she used to help get the Echo Look from a blue-sky idea to a tangible, validated experience in the hands of customers worldwide. You’ll leave with a clearer picture of how to incorporate natural user interface concepts into your envisioning work, and how to set yourself up for success in the challenging and often secretive environment of new product design.
We explore the shortcomings of today's voice user interfaces (like Alexa and Google Home) to chart a course for where the future should take us. Presented on October 20, 2017 at Webdagene in Oslo, Norway.
Blank Page to World Stage [Design Matters 2017] Cheryl Platz
Keynote by Cheryl Platz for Day 1 of Design Matters 2017. To book Cheryl for your next event, visit ideaplatz.com
Most designers are experts at improving upon existing experiences - but how does your process translate to a brand new product? How do you make the case for input modalities no one's ever used in your context before?
Cheryl shares some of the design processes and techniques she used to help get the Echo Look from a blue-sky idea to a tangible, validated experience in the hands of customers worldwide. You'll leave with a clearer picture of how your own skills translate to new product work - and what to expect when you're breaking new NUI (natural user interface) ground on your projects.
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
An updated version of an Intro to Interaction Design workshop I've taught intermittently since 2012. Intended age level is middle to high school age students, but is also appropriate for adults curious about the field.
The first portion (excluding the optional heuristic review) can be taught, though tight, in approximately 90 minutes. With the optional second portion, allocate a minimum of 2 hours. More time allows for better discussion and perhaps expansion of the sketching into some flows. See the back of the deck for additional instructor notes.
Recommended materials:
Printer paper (~5 sheets per student minimum)
Pencils and erasers
I have delivered this workshop to over 500 students:
Amazon GirlsWhoCode Camp - 2015
Microsoft DigiGirlz Camp (Redmond) - 2012, 2013, 2014
UW's Dawgbytes Camp - 2012
For a blog post about the pilot sessions in 2012, as well as some examples from student sketches, see http://blog.cherylplatz.com/?p=181
To inquire about booking me to teach this workshop in your environment, email cheryl@cherylplatz.com.
Storytelling & The Human Form (UX Intensive for MySkills4Afrika)Cheryl Platz
Day 2 of a 4-day design intensive curriculum I created and taught at the iHub in Nairobi, Kenya as part of Microsoft's MySkills4Afrika program.
This deck focuses on designing for the human form (including an introduction to all forms of natural user interface), elements of Microsoft's Scenario Focused Engineering process, and tips on using storytelling techniques like storyboarding to improve the humanistic focus of your design process.
GeekGirlCon 2011 / Computer Engineer Barbie: Attracting Girls to STEM CareersCheryl Platz
Why don't young girls choose careers in science and technology fields? How can we make a difference? We explore the damaging effects of stereotypes and outdated curricula, and cover ways that you can make a difference in evangelizing STEM careers to girls in your life, today.
Originally delivered at the first annual GeekGirlCon on Oct 9, 2011 in Seattle, WA.
This is a longer, more general-purpose version of the original talk I gave at Interaction '11 in Boulder, CO (also available on Slideshare).
Computer Engineer Barbie: How Interaction Design can entice a new generation ...Cheryl Platz
Presented at Interaction '11 (#ixd11) on Sat Feb 12 in Session 4B.
Abstract:
Why is it that computer science curriculums in the United States have such a hard time attracting and keeping prospective female students? Many university computer science curriculums focus on the theoretical rather than the practical applications of the science. Many of the women I've encountered are looking for something more hands-on, with more direct social benefit. Interaction Design as a field hits the right balance of technology, social benefit, and creativity — but our chosen career is still relatively unknown outside the walls of this convention! This session will discuss trends in computing education, and suggest outreach activities to get the word out and spark the imaginations of the next generation of career women (and men).
This comprehensive program covers essential aspects of performance marketing, growth strategies, and tactics, such as search engine optimization (SEO), pay-per-click (PPC) advertising, content marketing, social media marketing, and more
Exploring Career Paths in Cybersecurity for Technical CommunicatorsBen Woelk, CISSP, CPTC
Brief overview of career options in cybersecurity for technical communicators. Includes discussion of my career path, certification options, NICE and NIST resources.
NIDM (National Institute Of Digital Marketing) Bangalore Is One Of The Leading & best Digital Marketing Institute In Bangalore, India And We Have Brand Value For The Quality Of Education Which We Provide.
www.nidmindia.com
The Creative Career (Girls Unlimited April 2015 Keynote)
1. THE
CREATIVE
CAREER
Cheryl
Platz
Designer,
Actress,
Artist
Twitter,
Instagram,
Vine:
@MuppetAphrodite
Facebook:
http://facebook.com/TheCherylPlatz
Blog:
http://blog.cherylplatz.com
3. YOU ARE MORE
EMPOWERED TO
CREATE THAN ANY
PRIOR GENERATION.
Internet,
cheap
materials,
gender
equality,
freedom
of
self-‐determination….
4. The End of
the Single
Career Era
Are
you
an
artist?
An
architect?
A
sculptor?
A
performer?
A
writer?
5. The End of
the Single
Career Era
Are
you
an
artist?
An
architect?
A
sculptor?
A
performer?
A
writer?
…It
doesn’t
matter.
You’re
a
creative
person,
and
all
of
these
modes
of
expression
can
be
tools
in
your
toolbox.
Whenever
you
choose.
8. A Tale of
Two Majors
I
almost
applied
to
art
schools
instead
of
technology
schools,
but
couldn’t
deny
the
seduction
of
the
tech
boom.
I
found
a
school
that
let
me
do
both
–
Carnegie
Mellon
had
a
technology
program
that
also
let
me
study
visual
design
and
art,
along
with
a
strong
student-‐run
theatre
program.
I
did
everything
from
hacking
museum
exhibits
to
3D
anmimated
shorts
and
occasionally
drawing
comics.
And
TONS
of
theater.
9. The Art in
Gaming
4
years
in
the
video
game
industry
as
a
producer
and
designer
Lots
of
creativity:
storytelling
and
writing,
level
and
system
design,
etc.
10. Interaction Design:
Creative Problem
Solving
On
a
daily
basis
at
Amazon,
I
may
be
drawing
storyboards,
sketching
ideas,
designing
screens
and
flows,
designing
voice
user
interfaces,
writing
voice
UI
scripts,
producing
videos,
or
programming
hardware
prototypes.
Past
jobs
have
let
me
design
everything
from
phone
interfaces
to
cars
and
huge
server
systems.
11. Getting Started
in Seattle
Theater
My
first
“break”
out
here
came
in
the
form
of
Daphne
from
Scooby-‐Doo.
Launched
several
years
of
working
with
Jet
City
Improv
and
various
scripted
theater
companies.
I
took
voice
lessons
for
2
years
to
break
into
musical
theater
in
the
area.
12. Unexpected
Productions
My
theatrical
home
of
7
years:
improvised
comedy
and
drama
on
a
weekly
basis
Redmond-‐based
teaching
artist
for
introductory
improv
classes
Daytime
gigs
including
video
work
and
corporate
performances
http://unexpectedproductions.org
13. NERDprov
Improv
comedy
group
born
out
of
a
mutual
love
for
geeky
things
and
a
desire
to
perform
at
conventions.
Performed
at
Bumbershoot
2012
and
2013,
GeekGirlCon
2012
and
2013,
Emerald
City
ComicCon
2010
–
2014,
The
Dammit
Liz
Holiday
Special,
and
independent
shows
around
the
state.
14. Seattle
Experimental
Theater
All-‐female
staff!
Productions
include
“Where
No
Man
Has
Gone
Before”,
“The
Journal”,
The
Doctor”,
“The
Wolf
and
the
Witch”,
and
“Wedding
Horror
Stories”
We
have
been
in
the
black
every
year,
and
pay
everyone
on
our
shows.
http://seattleexperimentaltheater.com
15. What keeps
me going?
• Like-‐minded
friends
and
peers
• The
feeling
of
bringing
joy
to
others
• The
childlike
joy
of
playing
with
friends
• The
bewitching
thrill
of
storytelling
• Curiosity
about
new
experiences
• The
satisfaction
of
teaching
others
• Knowing
I’m
always
learning
and
improving
But
no
one
ever
told
me
I
could
do
all
of
these
things.
I
just
did.
I
saw
opportunities
and
seized
them
unapologetically,
without
concern
for
whether
it
was
“right”
or
“too
much”
or
“good
timing”.
16. 1. DON’T WAIT FOR
THE PERFECT
MOMENT…
OR PERMISSION.
The
morals
of
my
story?
17. 2. YOUR PATH WON’T
LOOK LIKE ANYONE
ELSE’S PATH.
BE INSPIRED, NOT
INTIMIDATED.
The
morals
of
my
story?
18. 3. KNOW YOUR VALUE.
DON’T GIVE YOUR WORK
AWAY WITHOUT A GOOD
REASON.
The
morals
of
my
story?
20. Celene
Ramadan
(Leeni / Prom
Queen)
“Get
out
of
your
own
way
and
do
the
best
work
you
can.
Realize
that
while
art
is
important
it
is
not
the
end-‐all-‐be-‐all.
The
most
important
part
of
art
is
that
it’s
truthful.
Choosing
art
is
choosing
honesty,
a
certain
level
of
openness,
a
very
humble
life
and
finding
joy
and
celebrating
in
the
immediate.”
-‐
From
Crosscut
magazine,
April
17
2015
Local
musician
Creator
of
“Midnight
Veil”
music
video
movie
(funded
on
Kickstarter)
21. Christa
Charter
“There
is
nothing
to
prevent
you
from
holding
your
own
book
in
your
hands,
whether
it’s
digital
or
in
paper
form.
There
is
not
a
damn
thing
to
stop
you.
You
just
have
to
decide
to
make
it
happen
and
do
a
little
bit
every
day
until
you
get
to
the
end.
It’s
not
easy.
Sometimes
it’s
the
worst
thing
ever.
But
the
payoff
will
be
the
greatest
feeling
you’ll
ever
have.”
Former
Xbox
Producer
Turned
her
experiences
into
a
successful
self-‐published
series
of
video
game
mystery
novels,
in
addition
to
other
series
Twitter:
@trixie360
http://trixie360.com
(caution:
some
adult
content)
22. Daisy Church
http://Daisychurch.com
Animator
for
Adult
Swim
and
casual
games
Now
works
as
an
artist
and
illustrator
in
San
Francisco.
Does
original
2D
art
for
conventions
and
galleries
24. Choose
Your
Own
Adventure
Find
an
audience
that
will
fund
you.
Now
is
a
very
exciting
time
to
be
an
indie
artist:
Kickstarter
(reward-‐oriented
pledging)
IndieGoGo
(open-‐ended
project
funding)
Patreon
(monthly
artist
patronage)
YouTube,
Vimeo
(earn
advertising
revenue)
Comic
Conventions
(direct
sales
to
fans)
You’ll
end
up
wearing
many
hats:
creator,
CEO,
marketer,
HR,
producer,
secretary,
accountant,
saleswoman.
25. Build an
Avocation
The
classic
“day
job,
night
job”
dichotomy.
Pursuing
your
passion
in
your
“free
time”:
-‐ Refreshes
your
mind
for
your
primary
work
-‐ Gives
you
a
source
of
money
for
supplies
and
food
-‐ Provides
inspiration
and
social
engagement
-‐ Is
totally
acceptable
and
not
“selling
out”
But
it
also:
-‐ Really
complicates
your
taxes
-‐ Requires
really
strong
time
management
skills
-‐ May
always
make
you
wonder
“what
if”
26. Find an
Employer
Working
for
a
company
as
an
artist
or
designer
lets
you
focus
on
the
work.
You’ll
get:
-‐ Valuable
experience
and
bigger
exposure
more
quickly
-‐ Mentors
and
training
-‐ Tools,
supplies,
and
space
-‐ Someone
to
handle
the
parts
you
don’t
like
But
you’ll
sacrifice:
-‐ Creative
control
-‐ The
ability
to
choose
your
projects
-‐ Ownership
of
your
work
28. While
You’re Here
Remember:
don’t
compare
yourself
to
these
women;
be
inspired
by
them.
There
is
no
timeline
or
single
recipe
for
success.
Find
other
women
your
age
who
are
inspired
by
the
same
things
you
are.
Exchange
contact
information.
Creative
people
frequently
collaborate;
start
now.
If
you
get
an
idea
for
a
project,
WRITE
IT
DOWN!
Don’t
let
that
moment
get
away.
30. #1: Find
your joy.
Art
is
subjective
–
to
be
healthy
and
successful,
you
need
to
find
joy
in
the
process
of
creating
that
art.
What
part
of
the
process
makes
you
happiest?
What
tools?
What
types
of
projects?
Chase
the
joy,
not
the
accolades.
31. #2: Start
your
notebook.
Ideas
will
fly
through
your
head
for
a
fleeting
moment.
Have
a
system
for
capturing
them
before
they’re
gone.
A
notebook,
voice
notes
on
your
phone,
even
text
messages
to
yourself.
Don’t
let
inspiration
pass
without
noticing
it.
If
you’re
a
visual
artist,
sketch
like
there’s
no
tomorrow.
32. #3: Cross-
train.
Is
there
another
branch
of
art
or
creativity
you’ve
always
been
curious
about?
Learning
a
new
process
can
unlock
new
insights
about
what
you
already
know.
Try
writing
if
you’re
an
painter.
Singing
if
you’re
a
writer.
Dancing
if
you’re
a
designer.
Painting
if
you’re
a
composer.
Or
stay
closer
to
home,
and
try
a
new
medium,
technique,
or
software
program.
33. #4: Find
new
inspiration.
Browse
a
community
of
creators
–
like
Kindle,
Etsy,
Behance,
or
YouTube
–
until
you
find
a
new
artist
you
appreciate.
It’s
easy
to
get
stuck
–
develop
your
method
of
seeking
new
inspiration,
so
you
can
fall
back
on
it
in
tough
times.
Inspiration
doesn’t
have
to
be
creative,
either
–
see
a
marketing
technique
you
like?
A
great
website?
Take
note.
34. #5 Embrace
technology.
Ask
yourself
how
technology
can
make
your
artistic
life
better
or
easier.
Faster
creation
of
pieces?
A
new
creative
medium?
Broader
inspiration?
Or
is
technology
helping
you
on
the
business
side
–
Marketing?
Budgeting?
35. #6 Find
your Desert
Island
Creativity.
Say
you’re
trapped
on
a
desert
island,
with
only
a
pencil
and
paper
or
a
music
player.
How
do
you
keep
your
ideas
flowing?
Developing
a
connection
with
a
bare-‐
bones
approach
to
creativity
will
help
you
in
those
off
moments,
on
subways
and
in
waiting
rooms.
Don’t
let
environmental
conditions
prevent
you
from
expressing
yourself.
36. A last
thought
about
working in
the arts
from Amy
Poehler
“You
have
to
care
about
your
work
but
not
the
end
result.
You
have
to
care
about
how
good
you
are
and
how
good
you
feel,
but
not
about
how
good
people
think
you
are
or
how
good
people
think
you
look.”
37. GOOD LUCK.LOVE YOUR ART, LOVE YOUR LIFE.
Cheryl
Platz
(cheryl@cherylplatz.com)
Senior
User
Experience
Designer,
Amazon
Performer
&
Instructor,
Unexpected
Productions
Performer
&
Digital
Media
Manager,
Seattle
Experimental
Theater
Performer
&
Cofounder,
NERDprov
Twitter,
Instagram,
Vine:
@MuppetAphrodite
Facebook:
http://facebook.com/TheCherylPlatz
Blog:
http://blog.cherylplatz.com