How to reference variable in ScriptableObject(.asset files)?

So basically I went out of the way to make a .asset file following http://wiki.unity3d.com/index.php?title=CreateScriptableObjectAsset

My issue now is I have no idea how to go about referencing the serialized code attached to said asset.

using UnityEngine;
using System.Collections;
using UnityEditor;
using System;

[Serializable]
public class BallStorage : ScriptableObject {

[SerializeField]
Sprite ballSprite;
[SerializeField]
int derpderpderpyderp;

// Use this for initialization
void Start () {
}

// Update is called once per frame
void Update () {

}

}

This is the code attached. I simple want to reference the sprite. I assume it’s using resources.load, anyone have any experience in this?

Resources.Load will work.

BallStorage storage = Resources.Load<BallStorage>("BallStorage");

storge.ballSprite = blah;

You could also have a public variable exposed of the same type as your scriptable object in the inspector to drag your asset onto