Practice

Short drills that tell you exactly what to fix

Lessons show you how. Practice makes it stick: narrow drills scored the moment you lift the pen, a warm-up before you draw, and a skill check that shows how far you’ve come.

The drills screen in Lapis: a warm-up card, a skill check card, and line drills such as ghosted lines, curves through three dots and ellipses in planes

Drills

22 drills, each one a single technique

A drill is a short set of 10 to 30 items that change every time, getting harder as you improve. Each one is scored as soon as you draw it, with feedback about the drawing: the far end landed a little short, this ellipse is too open.

  • Accuracy and control, never speed
  • Feedback you can act on in the next stroke
  • A trend over weeks, not a verdict on a day
The end of a drill set: three of three on target, the level reached, the time taken, and a line comparing this set with the last two

For 13 and up

The drills for teens and grown-ups

15 drills across line, perspective, value, proportion, observation and gesture.

Drawing games on a phone, on a child’s profile: a two-minute warm-up game before drawing

For children

For children, drills are drawing games

7 games for little hands, with wide tolerances and nothing scored on screen. Children hear what they did (“you kept the line on the road”), never a mark. How their lines are coming along goes to the grown-ups’ report, in plain words.

  • Line roads Drive a crayon along the road, from the car to the flag.
  • Dot-to-dot Join the dots in order and a picture appears.
  • Snail trails Follow the snail’s wavy, loopy, curly trail.
  • Shape frames Go round inside a frame, then fill it with strokes that stop at the edge.
  • Mirror halves Finish the other half of a flower, a bug or a face.
  • Memory peek A shape peeks out, hides, and you draw it from memory.
  • Hidden shapes Find the circle, square or triangle hiding in a picture and draw round it.

Warm-up

A warm-up before you draw

Before you draw, Lapis offers a warm-up made from drills you’ve already met. For teens and grown-ups it mixes them and favours the older and weaker ones, because mixed, spaced practice is remembered better, even if it feels harder. For children it’s one game at a time, and two minutes at most.

  • Ten minutes for 13 and up Two minutes for children.
  • Mixed for older learners Different drills, favouring what you met longest ago.
  • Then you draw A warm-up is never the whole session: the canvas is one tap away.

Skill check

A skill check that compares you with you

About eight minutes of drawing, unaided, gives teens and grown-ups a map of six skills. Take it again in a few months and the dashed line shows where you were. It suggests where to start; it never locks anything.

  • Line
  • Shape and form
  • Perspective
  • Proportion
  • Value
  • Gesture
  • No percentiles, no leaderboards, no speed scores
  • Under 13? Nothing is scored on screen: a then drawing and a now drawing instead
A skill map after a skill check: six skills drawn as a shape, the last check as a dashed line, strengths, things to work on, and where to start

Warm up, then draw

Make a free family account and try your first drill in a couple of minutes, with a finger, a mouse or a pen.