• About
  • Home

Archive for the ‘Design’ Category

You are currently browsing the archives for the Design category.

9 Jun 2010

A Word to Forget

As a graphic designer there is one word I hear more than any other. This word is so powerful that it can either end the life of a design or usher it into the limelight. Yet it is a word that is so irrelevant to the quality of a design that it should be, at most, a side note. Everyone should forget this word while discussing designs. This word is “like.”

“I like it.” Angels sing. Success!

“I don’t like it.” The design is a failure. Back to the drawing board.

What’s wrong with liking or disliking a design? Pretend we’re not talking about a design. Pretend we’re talking about Bach. Some folks like his music. Some don’t. This has no bearing on whether or not Bach’s music is good. That Bach’s music is good is definsible objectively. Objective evaluations have nothing to do with likes or dislikes. They depend on a set of standards against which the object of evaluation is measured.

Why is design not evaluated by such standards? Why do clients* rely on subjective evaluations to make decisions about design? They wouldn’t use likes and dislikes to make decisions about a business plan or product development. Let’s home in on the reasons for this difference in behavior.

1. Ignorance

Nobody wants to admit that they are ignorant. It sounds so shameful, but it should not be. I drive on bridges every day. I see them every day. I have a lot of interaction with bridges. But I am ignorant of bridge building. I would not offer an opinion on whether or not a bridge design is structurally sound. The consequences would be obvious and most likely catastrophic.

The consequences of bad graphic design decisions are usually not as obvious or catastrophic (with some exceptions), so it is not so natural to learn what design decisions are bad and which are good through casual observation. Clients are put in the position of having to make these decisions, however. Without education in objective standards, it is understandable for decision-makers to follow their gut — what they like or dislike. Graphic designers should, whenever possible, educate decision-makers on the principles of design. This can lead to better decisions.

Yet even in the face of education, clients and executives often go by their likes and dislikes. Why?

2. Stubbornness

This is another negative-sounding word that is ultimately not so negative. Stubbornness often comes in the form of “Nothing that I don’t like is going out;” or, “I don’t like it, and it doesn’t matter what the designer says.” People in decision-making roles are often in that position because their guts have served them well. Their confidence and persistence have gotten them where they are today. They know their business and they are not going to be swayed against their preferences. There is no panacea for this situation. Trust has to be learned by one party and earned by the other, and that is an enormous, separate topic.

3. Fear

Inevitably, clients are more hands-on when their business is not going as well as they’d like. The reason for this is simple — fear. Fear that the tiniest misstep could be costly. Fear that designers are not invested enough and are not creating the best designs. The client fears that they haven’t been involved or concerned enough about small details. Sometimes they’re right. I think every designer understands this. And it’s not just designers who feel the scrutiny during such times.

When fear behavior persists through good times, however, it speaks to a more fundamental problem. If a client does not trust the designer they have hired, then something is very wrong. Maybe it’s communication issues on one or both sides. Maybe the designer isn’t educating the client properly. Maybe the designer is actually not trustworthy. But the knot of persistent fear will resultant in micromanagement and should be unwound and examined so that the client-designer relationship can become healthy again. Fear is contagious, and if a client is fearful that a designer is not going to do a good job, then the designer is going to be fearful as well.

In summary, design decision-making that involves likes and dislikes is indicative of problems and is ultimately harmful. But it is so common to talk about design using such terms of preference that many will not even know how to talk about design without them. That is what I would like to address in my next blog entry.

*”Clients” refers to both clients and business executives, who are the clients of in-house designers.

9 June, 2010 at 21:35 by Mike

Tags: Design, dislike, like, problems
Posted in Design, Marketing | No Comments »

5 Oct 2009

Graphic design: the ultimate sellout?

As a graphic designer, I have often felt that I am a sellout. In part because the things that I create are used solely for commercial purposes; in part because I am often forced to compromise design principles in order to please clients (and make my paycheck). I think that almost every graphic designer has to do this to some degree in their career. It would seem that the occupation of graphic design is intrinsically a sellout, whereas fine art is the only way to go if a visual artist is to avoid selling out.

Then I saw this post at ilovegraphics.net. I have nothing critical to say about the website or post. What struck me as off-kilter is the amount of money being exchanged for this artist’s work. Millions of dollars for one piece. No graphic designer makes that type of money for one piece of work, so what does it really mean to sell out?

A graphic designer creates a logo for a couple thousand dollars. An artist creates an installation for a few million dollars. I would argue that the former is being more true to their nature than the latter. Designers acknowledge that what they are making is commercial. They know they are going to get paid; the company who uses their work is using it in the process of making money. But what of the fine artist?

Fine art is supposed to be “a visual art considered to have been created primarily for aesthetic purposes and judged for its beauty and meaningfulness, specifically, painting, sculpture, drawing, watercolor, graphics, and architecture.” (Dictionary.com definition) When an artist creates a work that they consent to have sold for an arguably exorbitant sum, they are selling out in grand scale. I am not criticizing Yayoi Kusama in particular here; she lives in a mental institution, not a mansion. I am speaking in general terms about fine art that becomes valued by its enormous price tag.

Yes, I know you could argue that the artist might not be motivated by money. I would say that if that were true, then the artist would donate the lion’s share of moneys made to charity. And some do. You cannot keep money without believing that you deserve it. The least sellout thing to do would be to legally cap the sale price of your works of art. Otherwise, you are allowing the same type of forces that drive the sale of pop music endorsements to drive the sales of your artwork.

I’m not saying that it is immoral for a fine artist to make a lot of money. But it is selling out. It is commercial. It is capitalistic. There is no moral high ground in fine art vs. graphic design if money is made in both arenas. Graphic design is generally a modest sellout; fine art is a potential sellout of enormous magnitude.

At the heart of it, I think that fanatics are responsible for sellout in any field. It’s like rubbernecking on the highway: once a few people look, everyone wants to see. Next thing you know, it’s a spectacle drawing a crowd. Much art, visual or otherwise, is valued by mob mentality. Is a painting worth tens of millions of dollars – more than many graphic designers will make in their whole career? It is if a big enough mob thinks it is. In my book it’s just another reason to look inside for affirmation of the value of your work rather than looking (solely) to the opinions of others.

These are my thoughts at 9:00 on a Monday morning. Please discuss. I welcome differing viewpoints.

5 October, 2009 at 11:36 by Mike

Posted in Design | 7 Comments »

27 Sep 2009

Stock logos and the demise of customization

This past summer, my wife and I discovered homemade ice cream. Sounds nice, right? No, it’s not nice. It’s flippin’ awesome. You don’t know until you’ve tried it. And, like the ice cream, there are many things in our world that we just buy off of the shelf. Donuts, cereal, shoes, clothing, bikes… all of these things are made in stock varieties that everyone just passively lives with. I often imagine how wonderful it would be to have custom-made shoes — shoes made just for my peculiar feet. I have a sense it should be that way; I feel that something has been lost by quantizing the options I have to choose from. But there aren’t any cobblers in the yellow pages.

Perhaps logo design is going the way of cobblers. Only the wealthiest buy custom-made shoes — they have become a luxury. What’s mass-manufactured is good enough for the, um, masses. Maybe only the wealthiest will contract custom logos. As for everybody else, consider this list of prefab-logo mongers that I put together in 1 minute with a google search:

  • Iconshock.com
  • Shutterstock.com
  • Pixellogo.com
  • Logosinabox.com
  • And now, the potential coup de grâce: Istockphoto.com

Maybe logo design is going that direction, but I don’t think so. I think that there will always be savvy businesspeople who know that their brand identity needs a logo that is part of the uniqueness and differentiation of their product or service. How can an off-the-shelf logo do that? Does a savvy businessperson buy a stock business plan and a stock marketing plan, or do they craft them to suit their vision? Do they use stock product designs or do they engage in the process of creating a unique product? Similarly, a savvy businessperson will participate with a design professional in the crafting of a custom logo suited to their vision and the brand that will arise.

And yet stock logos abound, soon more so than ever with the popular istockphoto.com weighing into the fray. It’s no surprise that I hear a lot of negativity about this new development. I think most of the concerns can be boiled down to these three points:

  • A generic logo speaks to a generic identity. Pretty obvious.
  • Stock logos undercut the value of professional design. This the biggest concern for smart designers. If potential clients can just go to an online warehouse and buy a logo off the shelf for a fixed rate, why would they consult a professional and pay (generally) more for a custom logo?
  • The proliferation of stock logos perpetuates the perception that logos are a commodity, and you can get one anywhere.

These are all valid concerns. Some businesspeople will always look for ways to cut corners. The growth of stock logos makes this easier than ever. But there will also always be savvy businesspeople who will make the better choice and work with identity design professionals to create unique logos for their unique visions. So it’s not the end of the world. I actually think there are some benefits to istockphoto.com jumping on the already existing stock logo bandwagon.

  • The istockphoto.com logos will, arguably, be better than MS Word clipart, or Art Bombardment 8 Billion Clip Art Files collecions. They will be created by graphic designers and will be editable and scalable at the very least.
  • They will also be better than “logos” created in MS Paint. You’ve never seen such a thing? Really? If you haven’t seen a homemade MS Paint (MS Word) logo, then you haven’t really lived. It’s quite an enriching and affirming experience for a graphic designer.
  • Since the istockphoto logos will be made by designers, designers will be paid for them. And since it will be designers all over the place contributing (not just from one company), there will be some diversity.
  • Istockphoto.com’s pricing structure seems better than some of the others. $35 for a logo? Really? Would you contract a lawyer to draw up your corporate charter for $35? If you would pay $35 for either of these things, you’ll surely get what you pay for. Istockphoto’s logos will range from over $100 to almost $1000. That’s a little bit better. Stop yelling at your monitor. I said it’s better, not good.
  • Istockphoto.com will offer exclusivity on the logo designs. That means that, unlike istockphoto’s stock photos, if you buy a logo, you won’t have to worry about your competitor down the street, or someone completely unrelated, using the same graphic. That’s absolutely brilliant — it’s sound common sense.
  • As always, the existence of off-the-shelf logos will highlight the value of custom logo design. A lot of inexperienced businesspeople are looking for a little widget to put next to their company name on their business cards. That’s what they’ll get with a stock logo design. But good logo design isn’t a space-filler. It’s magic. The logo mark goes with the company name and vision like it was born there.

So don’t worry. Because there is intrinsic value in custom, professional logo design, there will always be a need for custom, professional logo design. But as designers, we must be more certain than ever that we provide that value. Don’t give clients logos they could have bought off a virtual shelf somewhere. Give them the power of custom identity.

27 September, 2009 at 21:41 by Mike

Tags: custom, Design, logos, stock
Posted in Design, Marketing | 4 Comments »

15 Jul 2009

Real Design Collaboration

Have you ever been working with a designer, standing or sitting by them as they work on a document? They asked for your help, so you suggested they try one thing, move another thing, rotate something, add something, etc? Or maybe you’re the one in front of the computer listening to someone else give suggestions. Wouldn’t it be easier if you both could actually work on the document at the same time? Instead of saying, “Try rotating this 3°. Try five. Okay, take it back a half of a degree,” you could just do it and see if it works.

Here’s my idea: What if designers could collaborate on a layout in real time? I don’t mean that one designer takes care of one aspect of a job, and another takes care of another aspect, then they put them together. I think it would be fantastic if I were working on a layout that was giving me trouble, and I could say to one of the other designers, “Would you jump in here with me and give me a hand?”

Here’s what I’m thinking. In a given application, for the document on which some designers want to collaborate:

  • Each designer could stay at their own computer.
  • Each would get a cursor, and everyone would see it. Maybe the cursors could be color coded to keep them distinct.
  • Each designer would have full editing capabilities.
  • When one designer selects an object or layer, that object would be locked to the other designers and specially tagged to indicate someone else is working on it.
  • Each designer could be working on different objects, layers, etc. at the same time.
  • A voice/video chat option would be included in case the designers are not right next to each other.

I have a feeling that this sounds like hell to some of you: There will be arguments and differences of opinion. It will get confusing with multiple people editing the same document. It would be annoying to wait while someone applis a big filter. Sure, it could be awful. But I’m not suggesting this as a regular workflow. It’s only for special projects or situations that would benefit from multiple inputs at the same time. And it would not have to be a free-for-all; designers could be civilized and take turns.

I don’t think there are any technical barriers to this type of application workflow. What are your thoughts — is it a horrible idea or a fantastic idea? What other uses for such technology can you think of?

Oh, and Adobe, are you listening?

15 July, 2009 at 22:22 by Mike

Tags: applications, collaboration, Design, workflow
Posted in Design | 3 Comments »

18 Jun 2009

Create a kaleidoscope image in Illustrator CS3

I recently needed a kaleidoscope-style image for a project. I did some searches and found a few photos of what you would see if you looked through a kaleidoscope. They seemed pretty weak, though, so I set out to create my own artwork. The whole project ended up being scrapped, but I think the kaleidoscope-style artwork is pretty cool, and the process is fairly straightforward. Here’s how I did it, using Illustrator CS3: Read the rest of this entry »

18 June, 2009 at 22:06 by Mike

Tags: illustrator, kaleidoscope, reflect, tessellation
Posted in Design | 3 Comments »

18 May 2009

12 tips for working with designers

teamwork4

Everyone who has worked with a designer has probably encountered surprising situations: A designer didn’t respond well to changes. A designer couldn’t seem to get the design right. A designer didn’t follow your directions. Each situation is different, but here is a short list of tips for working with designers that will help to make the process more smooth, enjoyable, and effective.

  1. Provide as much relevant information as possible. Design is a visual expression of an idea. The more information you provide the designer about your idea, product, service, process, and your customers and goals, the better the design results will be.
  2. Answer questions. Designers ask a lot of questions. Don’t get annoyed by this — it’s a good thing. Again, provide as much information as possible. Discuss. Make sure the designer understands where you are coming from. Read the rest of this entry »
18 May, 2009 at 15:16 by Mike

Posted in Design | 6 Comments »

29 Apr 2009

Why design gets crowdsourced, but surgery doesn’t

Crowdsourcing is the messiah. Crowdsourcing is Satan’s scat. There are piles of debates and declarations about it on the web, and I’m not going to add my own styrofoam cup to that ever-growing heap of opinion. But I want to know why the heap is there in the first place. Why is it that graphic design is beset by crowdsourcing while other professions are not?

Read the rest of this entry »

29 April, 2009 at 8:51 by Mike

Tags: crowdsourcing design regulation
Posted in Design | 2 Comments »

20 Apr 2009

Being In-House

This is a resurrected post from April 20, 2009. I accidentally deleted it, but was able to resurrect it using Google’s cache.

In-house designers work within a company that is not a design firm or advertising agency. 65% of graphic designers fall into this category, but I feel like we get overlooked. Sometimes an in-house design department is much like an agency within a company, providing services for multiple departments and having a process and structure that resemble those of an independent agency. Articles like this make the assumption that this is the case.

It doesn’t always work that way, though. Many in-house designers are embedded within a non-design department (marketing, for example) and report to a boss who is a businessperson, not a creative director. This boss reports to someone else, who reports to someone else, etc. Direction and changes can come from any number of people, and the designer has to make everyone happy. It becomes very easy to just live in that little, happy box where everyone is copacetic. But how can you be creative and still make everyone happy?

venndiagram1

Design can be an fun, energizing process. I love the discussion and brainstorming that can go into design. But for an in-house designer, these fundamental steps can be forgotten. Often, a design project begins with copy that shows up out of the blue. No concept, no discussion, no direction, an insane turnaround, and along with tons of similar projects. But there it is. And when you have to please a committee, what can a designer do to remain creative without becoming frustrated over all of the limitations?

Here are some of the things I do. Most of which, I should do more.

  1. Write. Word association can lead to visual communication. List visuals that could be associated with each individual word of a headline (or title or product name) and then consider ways that these visuals can be combined to pay off the headline. This is a basic, but powerful design technique that I learned in a class with Ed Brodsky.
  2. Talk to people. Talk to the writer if possible and get their vision. Talk to other designers. This can help you refine your idea, or keep you from spending time developing an approach that is bound to get squashed.
  3. Find inspiration online. Many companies aren’t paying to send designers to conferences to get their creative juices flowing. It’s up to you to keep a list of design sites and blogs bookmarked so you can check them regularly. Better yet, subscribe to those you can via RSS and skim them in Google reader so you can find new content quickly. And follow them on Twitter, too, of course.
  4. Draw. This might not work for everyone, but I find that composition goes much quicker and the results are better if I sketch out some layouts (small — no bigger than a couple inches along the largest dimension) before doing anything digitally.
  5. Show your design to another designer — someone you trust to give you honest feedback. Working in isolation can get you in a rut.
  6. Make suggestions. Once you have come up with some ideas, talk to your boss and express your ideas with inclusive phrases like, “What if we…” and “Your copy makes me think of…” If you don’t say anything, you can miss a rare, creative opportunity. And if you say it the wrong way, you can come across as arrogant.
  7. Create multiple designs. Sometimes this just means multiple layouts, but if you can come up with at least two distinct designs, then you’re better off. Make the one you think your boss wants, but if you have time, make the one you think is best too. This way, you’ve expressed your ideas, and you have an A/B option. Most bosses like options.
  8. Do freelance work at home. From personal experience, working for just one client continually can deaden creativity. When I get home from work, I only want to eat supper, take care of domestic things, and then do something fun or relax a bit. But it’s my responsibility to continually grow and develop, or else I’m going to become irrelevant.

Of course, you still have to please everyone; it’s the nature of the beast. But with these techniques, doing so can be a more creative process, and you might be surprised by the designs that get approved. These are just a few ideas. I’m mostly thinking out loud through this post, and I’d love to hear your thoughts as well — what advice do you have for the in-house designer? What are the restrictions and challenges you deal with?

20 April, 2009 at 22:27 by Mike

Posted in Design | 1 Comment »

5 Apr 2009

First post brought to you by Twitter and the Standby Symbol

I owe the fact that I have a blog now to Twitter. If I hadn’t joined twitter and started following interesting people, I would not have been inspired to create a forum for my own thoughts. It’s fun to be able to share ideas and links through Twitter, but it’s impossible to develop thoughts through that medium. I could post links to other people’s sites and comment on other people’s sites, but this felt a bit hollow. Wouldn’t it be better to put my thoughts on my site rather than other people’s sites, where I have no cohesive presence?

Read the rest of this entry »

5 April, 2009 at 14:34 by Mike

Tags: Design, symbols, Twitter
Posted in Design | 5 Comments »

  • Subscribe

    • Entries (RSS)
    • Comments (RSS)
    • Follow me on Twitter
  • Recent Posts

    • A Word to Forget
    • Though Nexus One Tempted Me, I’m Keeping My Droid
    • Five reasons to post direct links on Twitter
    • Graphic design: the ultimate sellout?
    • Stock logos and the demise of customization
  • Recent Comments

    • Arden Vandenheuvel on Though Nexus One Tempted Me, I’m Keeping My Droid
    • htc pure on Though Nexus One Tempted Me, I’m Keeping My Droid
    • HTCDroid Eris on Though Nexus One Tempted Me, I’m Keeping My Droid
    • Apple iPad on Won’t you be?
    • Clyde Maggit on Stock logos and the demise of customization
  • Categories

    • Design
    • Entertainment
    • Marketing
    • Personal
    • Uncategorized
  • Links

    • Adrants
    • Adscam, George Parker’s blog
    • Armstrong Circus
    • Artrox Thinks
    • Chris Brogan
    • Creative Applications
    • Dani McDaniel
    • Design Shard
    • Geoff Talbot
    • Gissur Simonarson
    • Glitschka Studios
    • Hicks Design
    • HOW Magazine
    • Inspiration Bit
    • James Lileks
    • Jason Latshaw
    • Kristarella
    • Madyson Designs
    • Mashable
    • Niki Brown / Design O’Blog
    • Noah Stokes
    • Proxy Multimedia
    • Shawn Edgell
    • Smashing Magazine
    • Tech Crunch
    • You the Designer
  • What I'm Doing...

    • Ebay and PayPal are both screwing up today. 1 week ago
    • Recently saw Report Men. I feel that Hollywood should send the last-minute twist on sabbatical. It's gotten tired and ineffective. 1 week ago
    • Someone remind me tomorrow to call at&t to find out why I can't receive text messages from people on at&t. 1 week ago
    • I keep forgetting it's not the weekend anymore because I'm staying at home and NT going to work. #staycation 1 week ago
    • @NBurmanDesign The 1.7 is another good one I had my eye on. I'm pretty excited, but not about explaining it to my wife. in reply to NBurmanDesign 1 week ago
    • More updates...

    Posting tweet...

    Powered by Twitter Tools

  • Recently listened to...

    • Editors – Lights
    • School of Seven Bells – Camarilla
    • Silversun Pickups – Substitution
    • Silversun Pickups – Sort Of
    • Silversun Pickups – Draining
    • Silversun Pickups – Panic Switch
    • Silversun Pickups – It's Nice To Know You Work Alone
    • Silversun Pickups – Growing Old Is Getting Old
Designosophy is proudly powered by WordPress
Entries (RSS) and Comments (RSS).