Back in 1986, I was a big fan of popular performance artists, such as Laurie Anderson and Pina Bausch. In like fashion I tried creating a multidisciplinary performance piece.
In the work I created I instructed a group of professionally trained dancers to improvise dance movement inspired by Brand Logos. Just how does one leverage kinesiology to communicate iconography? Can shapes be imbued with meaning? And isn't that essentially our intention whenever we create something we identify as 'branded'?
How would you, for instance, assimilate the following designs into your own body and then attempt to express them with abstract gesture and movement?
The dancers not only attempted the task, they results were both informative and spectacularly entertaining, and the process certainly contributed to my understanding of non-verbal messaging.
In like fashion, it occurred to me that it would also be a fun exercise if I applied a set of Graphic Design rules towards the creation of a musical or otherwise sonic work.
I suggest you try this yourself: schedule some 'playtime' and then experiment designing an audio logo using these tried and true suggestions for composing a Logo Design.
A cursory search online turned up these recommendations:
1. Avoid going overboard in attempting uniqueness
2. Use few colors, limited colors, spot colors
3. Avoid gradients (smooth color transitions) as a distinguishing feature
4. Produce alternatives for different contexts
5. Design using vector graphics, so the logo can be resized without loss of fidelity
6. Be aware of design or trademark infringements
7. Include guidelines on the position on a page and white space around the logo for consistent application across a variety of media (a.k.a. brand standard manual)
8. Do not use a specific choice clip-art as a distinguishing feature
9. Do not use the face of a (living) person
10. Do not use photography or complex imagery as it reduces the instant recognition a logo demands
Below, I've modified the above rules so that they directly apply to sound artists:
When designing (or commissioning) a music or sound design logo:
1. Avoid going overboard in attempting uniqueness
2. Use few harmonic colors.
3. Avoid smooth transitions as a distinguishing feature
4. Produce alternatives for different contexts
5. Design for scalability, using melody, so the logo can be rearranged in various genres
6. Be aware of copyright infringements
7. Include guidelines on the placement of the audio logo if it is to be incorporated into other musical works, for consistent application across a variety of media (a.k.a. create an audio brand standard manual)
8. Do not use naked samples as a distinguishing feature (i.e., don't use stock sounds: create your own. Or modify samples so that they uniquely identify the product, service or experience –and/or brand attributes– you've chosen to translate into sound)
9. Do not quote the musical/sonic work of another (living) person (Be original)
10. Do not use lengthy phrases or complex harmonies as it reduces the instant recognition a logo demands (you're designing logo, not composing a song cycle, so keep it under five seconds long)
* * *
OK, you don't want to make this your audio bible, but I think there's something to be learned from this little exercise.
* * *
Like this topic? Related Articles from the Critical Noise Archive:
It's a Cut and Paste World (October 07, 2007)
Six Requirements for Sonic Logos (August 10, 2007)
When Marketers HEAR Double (December 01, 2006)
Showing posts with label Pedagogy. Show all posts
Showing posts with label Pedagogy. Show all posts
Sunday, August 24, 2008
Wednesday, August 20, 2008
Defining the Music Designer of 2015
Earlier in 2008, AIGA, 'the oldest and largest membership association for design professionals', in partnership with ADOBE, presented the results of a broad Industry survey. In the preamble representatives of the organization note:
"For several years it has been apparent that design studios and corporate departments have been looking for a new kind of designer, one that has traditional skills and yet a much broader perspective on problem solving."
Richard Grefé, Executive Director of AIGA, writes (in a related article: 2015: A Design Odyssey):
"Although no one can predict the future, we must prepare for it. Knowing that there are tectonic shifts occurring in the sociological, technological and geographical environments in which designers create their paths, we can begin to formulate a picture. In even the near term, just eight years from now, what will the profession look like—and how do we equip the next protégés and ourselves for this experience? More specifically, who will be the designers of 2015?"
The initial results of this exercise, represents the distilled opinion of 2,500 selected AIGA members. What follows is thirteen core competencies "that will be needed, in various combinations, by tomorrow’s designer".
Of course, Commercial Sound Artists are designers, too.
Absolutely.
Therefore, I thought it would be interesting to reproduce the AIGA/ADOBE recommendations here on the Critical Noise Aural Intelligence Blog. As you read the quoted text below, consider how these recommendations might be applied to our own craft as Audio Designers (be it producer, composer, sound designer, DJ, guitar god with stomp box, etc).
DEFINING THE (MUSIC) DESIGNER OF 2015
1. Ability to create and develop visual response to communication problems, including understanding of hierarchy, typography, aesthetics, composition and construction of meaningful images†
2. Ability to solve communication problems including identifying the problem, researching, analysis, solution generating, prototyping, user testing and outcome evaluation
3. Broad understanding of issues related to the cognitive, social, cultural, technological and economic contexts for design
4. Ability to respond to audience contexts recognizing physical, cognitive, cultural and social human factors that shape design decisions
5. Understanding of and ability to utilize tools and technology
6. Ability to be flexible, nimble and dynamic in practice
7. Management and communication skills necessary to function productively in large interdisciplinary teams and “flat” organizational structures
8. Understanding of how systems behave and aspects that contribute to sustainable products, strategies and practices
9. Ability to construct verbal arguments for solutions that address diverse users/audiences; lifespan issues; and business/organizational operations
10. Ability to work in a global environment with understanding of cultural preservation
11. Ability to collaborate productively in large interdisciplinary teams
12. Understanding of ethics in practice
13. Understanding of nested items including cause and effect; ability to develop project evaluation criteria that account for audience and context
* * *
In the comments to the original AIGA post, a Zach Bruno replies via the comments (Wed Aug 13, 2008) with this interesting offering:
"...To me, a true 'Designer' with a capital D is quite simply, a director of change, since that is what we do. We /alter/clarify/define things."
How might composers, producers and other 'Music Designers' present ourselves as directors (or agents) of change?
No doubt it is often in our domain to "alter/clarify/define things".
* * *
† Also, regarding recommendation #1, I might change three words (to suit the purposes of a Music Designer). Instead of 'visual', I would of course say 'aural'. Instead of 'typography' I might substitute 'memes'. And instead of 'images' I might suggest 'soundscapes', so that the final version reads:
1. Ability to create and develop aural response to communication problems, including understanding of hierarchy, memes, aesthetics, composition and construction of meaningful soundscapes.
What do you think? Comments welcome!
* * *
To read the article in its original form, visit: AIGA Designer of 2015 Competencies
* * *
Click on any link below to read all the articles in the four-part August 2008 MUSIC DESIGN 2015 series exploring the similarities between Modern Audio Production and Graphic Design:
Part 1: Defining the Music Designer of 2015
Part 2: Six Trends Shaping the Music Designer of 2015
Part 3: Music By Design
Part 4: 10 Rules for Branded Audio Logo Design
Like this topic? Related Articles from the Critical Noise Archive:
It's a Cut and Paste World (October 07, 2007)
Six Requirements for Sonic Logos (August 10, 2007)
When Marketers HEAR Double (December 01, 2006)
"For several years it has been apparent that design studios and corporate departments have been looking for a new kind of designer, one that has traditional skills and yet a much broader perspective on problem solving."
Richard Grefé, Executive Director of AIGA, writes (in a related article: 2015: A Design Odyssey):
"Although no one can predict the future, we must prepare for it. Knowing that there are tectonic shifts occurring in the sociological, technological and geographical environments in which designers create their paths, we can begin to formulate a picture. In even the near term, just eight years from now, what will the profession look like—and how do we equip the next protégés and ourselves for this experience? More specifically, who will be the designers of 2015?"
The initial results of this exercise, represents the distilled opinion of 2,500 selected AIGA members. What follows is thirteen core competencies "that will be needed, in various combinations, by tomorrow’s designer".
Of course, Commercial Sound Artists are designers, too.
Absolutely.
Therefore, I thought it would be interesting to reproduce the AIGA/ADOBE recommendations here on the Critical Noise Aural Intelligence Blog. As you read the quoted text below, consider how these recommendations might be applied to our own craft as Audio Designers (be it producer, composer, sound designer, DJ, guitar god with stomp box, etc).
DEFINING THE (MUSIC) DESIGNER OF 2015
1. Ability to create and develop visual response to communication problems, including understanding of hierarchy, typography, aesthetics, composition and construction of meaningful images†
2. Ability to solve communication problems including identifying the problem, researching, analysis, solution generating, prototyping, user testing and outcome evaluation
3. Broad understanding of issues related to the cognitive, social, cultural, technological and economic contexts for design
4. Ability to respond to audience contexts recognizing physical, cognitive, cultural and social human factors that shape design decisions
5. Understanding of and ability to utilize tools and technology
6. Ability to be flexible, nimble and dynamic in practice
7. Management and communication skills necessary to function productively in large interdisciplinary teams and “flat” organizational structures
8. Understanding of how systems behave and aspects that contribute to sustainable products, strategies and practices
9. Ability to construct verbal arguments for solutions that address diverse users/audiences; lifespan issues; and business/organizational operations
10. Ability to work in a global environment with understanding of cultural preservation
11. Ability to collaborate productively in large interdisciplinary teams
12. Understanding of ethics in practice
13. Understanding of nested items including cause and effect; ability to develop project evaluation criteria that account for audience and context
* * *
In the comments to the original AIGA post, a Zach Bruno replies via the comments (Wed Aug 13, 2008) with this interesting offering:
"...To me, a true 'Designer' with a capital D is quite simply, a director of change, since that is what we do. We /alter/clarify/define things."
How might composers, producers and other 'Music Designers' present ourselves as directors (or agents) of change?
No doubt it is often in our domain to "alter/clarify/define things".
* * *
† Also, regarding recommendation #1, I might change three words (to suit the purposes of a Music Designer). Instead of 'visual', I would of course say 'aural'. Instead of 'typography' I might substitute 'memes'. And instead of 'images' I might suggest 'soundscapes', so that the final version reads:
1. Ability to create and develop aural response to communication problems, including understanding of hierarchy, memes, aesthetics, composition and construction of meaningful soundscapes.
What do you think? Comments welcome!
* * *
To read the article in its original form, visit: AIGA Designer of 2015 Competencies
* * *
Click on any link below to read all the articles in the four-part August 2008 MUSIC DESIGN 2015 series exploring the similarities between Modern Audio Production and Graphic Design:
Part 1: Defining the Music Designer of 2015
Part 2: Six Trends Shaping the Music Designer of 2015
Part 3: Music By Design
Part 4: 10 Rules for Branded Audio Logo Design
Like this topic? Related Articles from the Critical Noise Archive:
It's a Cut and Paste World (October 07, 2007)
Six Requirements for Sonic Logos (August 10, 2007)
When Marketers HEAR Double (December 01, 2006)
Labels:
Music Design,
Music Design 2015,
Pedagogy,
Sound Design
Thursday, March 02, 2000
Career Arc of a Commercial Audio Producer
My career began as an aspiring songwriter, composer and sound designer. By the time I was 23, I had not only a classical music training, but I had also mastered the Synclavier Operating System, –the Pro Tools of its day– and I was hoping to leverage this then relatively uncommon skill set into a job as a producer’s creative assistant.
Academic connections pointed me to Jonathan Elias, who was not only fresh off producing a Duran Duran album, but who staffed a music house that created a lot of music for TV and Radio commercials.
I took the first job Elias Arts offered me, which was an unpaid Administration assistant, essentially a gopher/receptionist position. From there I worked my up the ladder. By the time Jonathan left to open up a satellite office in California, I was producing many advertising projects. A year later I was promoted to Senior Producer, whereby I shared management requirements of every project with Alexander Lasarenko, the New York office’s dedicated Creative Director.
After leaving the company, I became an Executive Producer for Machine Head New York, and assumed not only Creative Directorial duties for all projects generated in New York, but also became responsible for leading east coast sales.
In 1998 I co-founded Blister Media, the first dedicated audio facility that provided coding to interactive clients in addition to the usual composition, sound design and supervision projects.
Along the way, I provided music supervision, and produced music, sound design, Foley and sonic branding projects for Television and Radio commercials, film projects, Network and Cable Channel packaging, online ads, interactive websites, electronic games, electronic devices, theme parks, in-store kiosks and other venues.
My duties included conceiving music directions and directing projects to completion; composing arrangements and directing re-mixes; creating sounds and sound design libraries; putting together music libraries for television networks; offering license suggestions and creating sonic branding filters to and for Fortune 500 clients.
In this capacity I contracted and collaborated with band members from hugely popular rock bands, members of the New York Philharmonic; and prominent engineers, conductors, arrangers and talented musicians from all over the world.
One of the great satisfactions of this job is watching talents evolve from unknowns to stars before your very eyes (and ears).
By necessity, I also estimated and negotiated bids and contracts; reviewed story boards, technologies, and venue experiences; produced creative briefs and created audio brand filters; and spent as much time with advertising professionals, brand strategists and negotiating contracts, as I did in the studio sitting at a synthesizer making music.
There’s a lot to learn, and it takes years to do so. The profession has it’s ups and downs, and can generate lean years, but it’s also well worth the journey.
Academic connections pointed me to Jonathan Elias, who was not only fresh off producing a Duran Duran album, but who staffed a music house that created a lot of music for TV and Radio commercials.
I took the first job Elias Arts offered me, which was an unpaid Administration assistant, essentially a gopher/receptionist position. From there I worked my up the ladder. By the time Jonathan left to open up a satellite office in California, I was producing many advertising projects. A year later I was promoted to Senior Producer, whereby I shared management requirements of every project with Alexander Lasarenko, the New York office’s dedicated Creative Director.
After leaving the company, I became an Executive Producer for Machine Head New York, and assumed not only Creative Directorial duties for all projects generated in New York, but also became responsible for leading east coast sales.
In 1998 I co-founded Blister Media, the first dedicated audio facility that provided coding to interactive clients in addition to the usual composition, sound design and supervision projects.
Along the way, I provided music supervision, and produced music, sound design, Foley and sonic branding projects for Television and Radio commercials, film projects, Network and Cable Channel packaging, online ads, interactive websites, electronic games, electronic devices, theme parks, in-store kiosks and other venues.
My duties included conceiving music directions and directing projects to completion; composing arrangements and directing re-mixes; creating sounds and sound design libraries; putting together music libraries for television networks; offering license suggestions and creating sonic branding filters to and for Fortune 500 clients.
In this capacity I contracted and collaborated with band members from hugely popular rock bands, members of the New York Philharmonic; and prominent engineers, conductors, arrangers and talented musicians from all over the world.
One of the great satisfactions of this job is watching talents evolve from unknowns to stars before your very eyes (and ears).
By necessity, I also estimated and negotiated bids and contracts; reviewed story boards, technologies, and venue experiences; produced creative briefs and created audio brand filters; and spent as much time with advertising professionals, brand strategists and negotiating contracts, as I did in the studio sitting at a synthesizer making music.
There’s a lot to learn, and it takes years to do so. The profession has it’s ups and downs, and can generate lean years, but it’s also well worth the journey.
Labels:
Music Producer's Syllabus,
Pedagogy
Saturday, February 05, 2000
From Storyboards to Sound Design
As an young adult, my professional skill set was influenced by several teachers and colleagues: While at NYU, I had a wonderful opportunity to spend a year studying with Sergio Cervetti, a classical composer from Uruguay with deft electronic ability, global and melodic sensibilities; and an open ear to pop culture.
To my mind Sergio represented a model of what I thought a contemporary composer should be –someone who had access to all the inner workings of their soul and who could communicate it in their music. You know, some people spend their entire lives searching for a perfect sound, a funky beat, a cool groove, a hip riff, a nasty lick, a majestic melody, a divine cadence... but what I wanted from music all along was –and is– direct access to my own soul. Not to much to ask, is it?
I also learned a lot from the people I worked with over the years. Alexander Lasarenko filled my ears with Fauré, Mahler and Schubert, and sharpened my ability to transform flat storyboards into musical concepts. Michael Sweet and Chris Fosdick furthered my understanding of recording studio technology. I also worked with rock guitarist Eric Schermerhorn as often as I could, not only because he was the best man for the job, but so that I could watch how prodigious hands crawl around the neck of the guitar up close and personal. Some call it stealing, I call it learning. If there was any guitarist I ever wanted to emulate, it was Eric.
At Machine Head, Stephen Dewey deepened my appreciation for Sound Design. Stephen also gave me the freedom to break the old project management mold and define myself not as someone who carried out ideas, but as someone who conceived them; pitched them and then directed their development. By the time I left Machine Head to start Blister Media, I definitely felt like I could do anything I put my mind to. That's a good gift to give someone. I hope I can pass it along, too, to someone else along the way.
To my mind Sergio represented a model of what I thought a contemporary composer should be –someone who had access to all the inner workings of their soul and who could communicate it in their music. You know, some people spend their entire lives searching for a perfect sound, a funky beat, a cool groove, a hip riff, a nasty lick, a majestic melody, a divine cadence... but what I wanted from music all along was –and is– direct access to my own soul. Not to much to ask, is it?
I also learned a lot from the people I worked with over the years. Alexander Lasarenko filled my ears with Fauré, Mahler and Schubert, and sharpened my ability to transform flat storyboards into musical concepts. Michael Sweet and Chris Fosdick furthered my understanding of recording studio technology. I also worked with rock guitarist Eric Schermerhorn as often as I could, not only because he was the best man for the job, but so that I could watch how prodigious hands crawl around the neck of the guitar up close and personal. Some call it stealing, I call it learning. If there was any guitarist I ever wanted to emulate, it was Eric.
At Machine Head, Stephen Dewey deepened my appreciation for Sound Design. Stephen also gave me the freedom to break the old project management mold and define myself not as someone who carried out ideas, but as someone who conceived them; pitched them and then directed their development. By the time I left Machine Head to start Blister Media, I definitely felt like I could do anything I put my mind to. That's a good gift to give someone. I hope I can pass it along, too, to someone else along the way.
Labels:
Music House,
Pedagogy
Thursday, February 03, 2000
Ear Training For The Electronic Musician
While a teenager working as an assistant to the choir master and organist at our church, Dr. Kitchen who played a Flentrop, I started programming on a microcomputer instrument that came out of collaboration between the music and mathematics departments at Dartmouth, and was distributed under the commercial brand name Synclavier, and which has since become a legend if also obsolete (although, that may be arguably not the case). With a small degree of understanding of Fourier synthesis, I discovered that the digital instrument could allow me to seemingly re-create any sound or combination of sounds: Inspired by an article I read about eighties electronic diva, Suzanne Ciani, I spent a week analyzing the sound of a soda can being popped open, in order to recreate it on the computer:
First I discovered that there is the sound of one’s fingertips on the top of the can, followed by the tab bending forward and backward; beneath and in between is the snap of the tab, the crack of the seal, followed by the carbonated volume exploding up along a skewed x/y axis, rising from below perceptible hearing range to a fast climax and fade. It moves across a three dimensional aural landscape from below one’s ears, to square with one’s ears, and then above one’s head and out to one’s sides, before finally subsiding to a quiet but audible fizz.
With practice, I became increasingly quite good at this sort of thing, and this was a few years before the common use of samples. In order to accomplish the synthesis of a complex sound, such as a soda can pop, I had to create small component sounds and then patch them together in a sequencer. After some practice I was soon able to recreate any sound I heard relatively quickly, sometimes in minutes. This is what I mean by ‘Aural Intelligence’. A singer with perfect pitch can hear a sound and identify its pitch. My practice was identifying the composite elements of any given sound so that I might reproduce it with whatever electronic tools were available. I often visualized an oscilloscope in my head; as I worked I would compare the waveform of sound I was working with to the waveform depicted on my inner oscilloscope. I don’t know what good this practice would do, when, in retrospect, one could simply record a soda can and be done with it, but regardless, it was incredible ear training of a sort.
First I discovered that there is the sound of one’s fingertips on the top of the can, followed by the tab bending forward and backward; beneath and in between is the snap of the tab, the crack of the seal, followed by the carbonated volume exploding up along a skewed x/y axis, rising from below perceptible hearing range to a fast climax and fade. It moves across a three dimensional aural landscape from below one’s ears, to square with one’s ears, and then above one’s head and out to one’s sides, before finally subsiding to a quiet but audible fizz.
With practice, I became increasingly quite good at this sort of thing, and this was a few years before the common use of samples. In order to accomplish the synthesis of a complex sound, such as a soda can pop, I had to create small component sounds and then patch them together in a sequencer. After some practice I was soon able to recreate any sound I heard relatively quickly, sometimes in minutes. This is what I mean by ‘Aural Intelligence’. A singer with perfect pitch can hear a sound and identify its pitch. My practice was identifying the composite elements of any given sound so that I might reproduce it with whatever electronic tools were available. I often visualized an oscilloscope in my head; as I worked I would compare the waveform of sound I was working with to the waveform depicted on my inner oscilloscope. I don’t know what good this practice would do, when, in retrospect, one could simply record a soda can and be done with it, but regardless, it was incredible ear training of a sort.
Labels:
Pedagogy
Saturday, January 15, 2000
Teachers, Gurus, Guides and Swamis
I had several music teachers I thought very highly of, –though what they thought of me, I will never be sure. Dorothy Kitchen, (Mrs. Kitchen to me), –Director of the Duke Youth String Orchestra– seemed to believe I had talent, though perhaps my commitment to classical training waivered during the time I studied with her. I was also captivated by electronic music –especially Morton Subotnik's Silver Apples On The Moon– and modern dance (not to mention modern dancers). I modeleed myself after Alwin Nikolais. Nikolais was not just a composer but also a choreographer. He had been Bob Moog's first customer and I would go on to study choreography and stage lighting under his direction for seven or eight months in the mid eighties.
Mrs. Kitchen’s husband, Dr. Joseph Kitchen was never a formal teacher of mine, per say. However, for three years I served as his assistant in his role as music director at St. Stephen’s Church in Durham, North Carolina. Turning pages of Bach and Widor –Sunday after Sunday– was an incredible education in sight reading, arranging and –believe it or not– the physics of sound. That Flentrop Pipe Organ was a music student's pedagogical dream.
I was further influenced by Nicholas Kitchen, Dr. and Mrs. Kitchen's son. He was a violin prodigy whose dedication to music greatly inspired me (and somewhat intimidated me, as well). The Kitchen's also had a daughter, Julie, whose subtle idea of humor –and intolerance for imperfect tonality– taught this then wired teenager a bit more about patience than I should have liked at that age.
Stephen Jaffe, a composer in residence at Duke –and a protégé of George Rochberg– was my first formal teacher in composition. Jaffe surely considered me an idiot. I'm pretty famous for thinking sideways. Sometimes it works to my advantage; sometimes I come across like an alien life form.
I spent three months in Vermont studying dual compositional studies. Firstly, I had been drawn up there to study computer music programming with a pioneer in the field, Joel Chadabe, via my readings of MIT's Computer Music Journal. It was Joel who sent me off to work for Jonathan Elias –another previous student of his– with his gracious recommendation.
Secondly, and quite fortuitously, I discovered Free Jazz trumpeter Bill Dixon living up there, and he shared with me his tremendous insight about both harmony and life. He also endowed me with an ethic that while mistakes are absolutely intolerable, not to confuse them with spontaneous bouts of human expression, which often tear out of the soul in what can only be described as a messy experience.
Later in life, after what seemed a lifetime in a recording studio, I abandoned technology for several years in order to reconnect with the simplicity of steel strings, and studied guitar with Richard Lloyd of the legendary band Television. There are teachers and their are wizards. Richard is a wizard. He imparted on me an idea to think less in terms of linear melodic structure, more like a guitarist –fingers and inner ear surfing a three dimensional diagonal navigation across a pitch/emotion axis.
It’s also worth mentioning that at nineteen, while in attendance at the 1984 Synclavier II Summertime Seminar, the legendary jazz pianist Oscar Peterson offered this advice to a young musician, which has stayed with me my whole life. He said, “If you want to be a great musician, read –not music, read books.”
Mrs. Kitchen’s husband, Dr. Joseph Kitchen was never a formal teacher of mine, per say. However, for three years I served as his assistant in his role as music director at St. Stephen’s Church in Durham, North Carolina. Turning pages of Bach and Widor –Sunday after Sunday– was an incredible education in sight reading, arranging and –believe it or not– the physics of sound. That Flentrop Pipe Organ was a music student's pedagogical dream.
I was further influenced by Nicholas Kitchen, Dr. and Mrs. Kitchen's son. He was a violin prodigy whose dedication to music greatly inspired me (and somewhat intimidated me, as well). The Kitchen's also had a daughter, Julie, whose subtle idea of humor –and intolerance for imperfect tonality– taught this then wired teenager a bit more about patience than I should have liked at that age.
Stephen Jaffe, a composer in residence at Duke –and a protégé of George Rochberg– was my first formal teacher in composition. Jaffe surely considered me an idiot. I'm pretty famous for thinking sideways. Sometimes it works to my advantage; sometimes I come across like an alien life form.
I spent three months in Vermont studying dual compositional studies. Firstly, I had been drawn up there to study computer music programming with a pioneer in the field, Joel Chadabe, via my readings of MIT's Computer Music Journal. It was Joel who sent me off to work for Jonathan Elias –another previous student of his– with his gracious recommendation.Secondly, and quite fortuitously, I discovered Free Jazz trumpeter Bill Dixon living up there, and he shared with me his tremendous insight about both harmony and life. He also endowed me with an ethic that while mistakes are absolutely intolerable, not to confuse them with spontaneous bouts of human expression, which often tear out of the soul in what can only be described as a messy experience.
Later in life, after what seemed a lifetime in a recording studio, I abandoned technology for several years in order to reconnect with the simplicity of steel strings, and studied guitar with Richard Lloyd of the legendary band Television. There are teachers and their are wizards. Richard is a wizard. He imparted on me an idea to think less in terms of linear melodic structure, more like a guitarist –fingers and inner ear surfing a three dimensional diagonal navigation across a pitch/emotion axis.It’s also worth mentioning that at nineteen, while in attendance at the 1984 Synclavier II Summertime Seminar, the legendary jazz pianist Oscar Peterson offered this advice to a young musician, which has stayed with me my whole life. He said, “If you want to be a great musician, read –not music, read books.”
Labels:
Pedagogy
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