A nice NY Times piece about Olympic pictograms
via Gruber
When you ask a creative person how they did something, they may feel a little guilty because they didn’t really do it, they just saw something. It seemed obvious to them after awhile. That’s because they were able to connect experiences they’ve had and synthesize new things. And the reason they were able to do that was that they’ve had more experiences or have thought more about their experiences than other people have. Unfortunately, that’s too rare a commodity.And that fact, that I am interested in everything, is what keeps me in design. I can think of no other job where I can be paid so well to be what others would call a dilettante.
This quote has been making the rounds, attributed to Steve Jobs.
I’m not sure if it is from him or not, but I do know one thing – this idea of design being a process of synthesis is absolutely correct. It’s like living in an E M Forster book (only connect…) all of your life.
In conversation, I am often asked ‘how do you know that’? Generally it’s because I noticed something that differed from the norm, examined it, and filed that information away for future use.
For people whose lives and careers go in a more linear path, this is a confronting idea. I’ve just started a project to design a 150th anniversary book for a vineyard. I met with the author and her first question was “Have you designed a book like this before?”
My answer was no.
“Well, have you designed for a winery before?”
Again I answered that I had not. She looked puzzled and concerned.
I said to her, “No, I haven’t worked in this sector before. But I’ve worked for airlines, hospitals, biotechnology companies, and newspapers. I art directed an inflight magazine, and I’ve designed the inside of courthouses. I designed the outside of your phone book and the inside of the Post Office. I’m a generalist. Anyone who’s any good at design is. My skill, what people pay me for, is that I am interested in everything.”
via Who needs a unifying theme anyway? • When you ask a creative person how they did….
I have a background in graphic design and consider myself a design elitist (thus my love for Apple’s industrial design). Changing from a designer to an analyst is quite a different world.
Example:
In an enhancement revisions to the housing lottery system, authentication for first-year freshman and transfer students is going to be handled differently than in prior years. Freshman and Transfers have to fill out different forms to secure their place on campus, which is also different from Returning students.
End users will now be required to enter some personal information, which is compared to data that has already been submitted to the University. Returning students will have to authenticate differently, using a pre-existing authentication method.
The programmers said there would be three login screens:
The designer in me cringes at this response. Having students self select could lead to issues with new students not understanding what their classification is, e.g. I took an AP class, does that make me a transfer student or a new freshman?
By limiting end user choice increases the likelihood that they will select the appropriate option.
New Freshman and Transfer students are authenticating on the same criteria, but their status is held by the University, thusly they can be routed to the proper form by the system not by self selection.
Oh the difference between a designer and a programmer. If it just works, it doesn’t matter. If it works effectively, it makes a world of difference.
I recently read a blog posting which linked over to Kelly Johnson’s 14 Rules of Management and I was intrigued by his principles of management and how they can relate to a design shop. I have been interested in Skunk Works ever since I had read a Popular Mechanics article on the organization just after the first Gulf War and learning of Kelly’s rules of management, I immediately been can to co-relate them to running a design shop. Below are Kelly’s rules of management with my thoughts on each and how they relate to design management immediately below. They are numbered SWD: Skunk Works Design.
SWD 1. If the project manager must have control of the project.
SWD 2. Small, competent teams should be provided by all parts of the project (web, print, programming, etc.)
SWD 3. A project does not need everyone’s input, especially on the client side.
SWD 4. The project system should facilitate that changes be made easily.
SWD 5. The project system should not get in the way of the design process, although client documentation of approval must be recorded.
SWD 6. Project costs should be reviewed regularly by the team, any changes or projected changes in costs should be reported to the client immediately.
SWD 7. If you have to subcontract out, make it for less than you charge but that you are willing to take responsibility for the results
SWD 8. Basic proofing should be done well before the client sees the project. Proofing should be done by those who will directly approve the project.
SWD 9. The client should be kept up to date with thumbnails, sketches and rough ideas initially, if not you are designing it wrong.
SWD 10. Specifications for the project must be spelled out well in advance.
SWD 11. Billing, invoicing or charging should be quick. Don’t leave the client guessing what the bill will be.
SWD 12. There must be trust between the project manager and the client. If daily updates are needed, they should be given to cut down on misunderstandings. If they are not needed, don’t do them.
SWD 13. Clients should not interact with the design team, they should interact with project managers. Maintain a sense of team security.
SWD 14. Rewards should be based on performance, those who consistently hit the mark should be rewarded more.
What do think about these Skunk Work Design rules?
I found this post via one of the blogs that I regularly read and to summarize:
The litmus test. When people enjoy Art, they say “I like thatâ€. When people enjoy Design, they say “That works wellâ€. This is not by accident. Good Design is something that works well.
Designers do not create experiences, they create artifacts to experience.
Bad design is obvious because it hurts to use. It is awkward, difficult, and complex. In a great irony of the world, bad design is much easier to see than good design. It raps us on the head like a bully. Because of its success, great design is often invisible.
Simplicity is treading a line: knowing what to keep and what to throw away…it comes across as magic when it works, because none of the complexity is transferred to users…only simplicity.
This list is the crux of what I have been trying to get across to the class that I have been teaching. I have been harping on the difference between Art and Design. My definition of the Art vs. Design debate is this:
An artist can wait to be inspired. They personally pour themselves into their work and their value is tied to the product that they produce.
A designer can’t chose when to be creative, they must produce on the client’s schedule. Designers can not express themselves in overt ways through their product, they must meet the client’s needs. A designer must be satisfied with a client who is happy with a design that is not perfect.
I totally love this article and I plan on using it this week! Thank you Josh Porter, thank you very much.
My mother-in-law is a crafter. She make cloth pumpkins, bobbin angels, and wine-bottle lights. She’s painted, sewed, cross-stiched, knitted, scrap-booked, decoupaged and quilted. Tonight, during a baby shower, she brought by three wine bottles that have a hole drilled in them and Christmas lights stuffed inside. They are nice, I enjoy the unique labels and they will make nice winter decorations, but I think that this is the indicator of a larger problem.
That problem is the crafted tchotchkes.
I subscribe to a minimalist style, I want clean lines, sparse decorations, no clutter. My mother-in-law, with her craftiness, is quite the opposite. She falls into more of the Victorian style, which essentially means that every surface needs to be covered by something, with some type of decoration.
I foresee a looming war with tchotchkes. I have put it in writing so when the first shots are fired in this war, it can be said that saw this coming.
Times New Roman was a rip off of Times from Linotype by Monotype Corp, is finally being replaced?