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[drive it like you stole it]
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A Generic Design Process:
Strengths & Weaknesses of Any Design Process:
So... it's not just THAT you work the process, it's HOW you work the process. The design process should be perpetually supplemented with strategies, tools, habits, and paradigms. The process is like a bread recipe, and these supplements are like the yeast -- the active ingredients that help the creativity rise. |
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balance the five layers (concentric circles) of design context:
Most people focus on #4 way too much, because that is the pressing monetary concern. But inordinately focusing on pleasing your clients may not lead to the best overall design solution. By shifting perspective and focusing on various layers of context throughout the process, you arrive at a more balanced, holistic design. |
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Picasso's Paradox: "Good artists borrow; great artists steal." Cloninger's Corollary: "Good designers work the process; great designers surf the process." Take what you can use of these approaches, modify them to fit your needs, and leave the rest. Nobody has to know that you are applying these tips and tricks. They can think it all comes straight out of the creative genius that is your brain, with no prompting whatsoever. Seriously, there is no shame in following a design process, and as long as you're going to follow one, you should surf it well. Don't be afraid to do whatever it takes to design your best. |
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[1] "Process is more important than outcome. When the outcome drives the process we will only ever go to where we've already been. If process drives outcome we may not know where we're going, but we will know we want to be there." - Bruce Mau [2] "When you doubt your powers, you give power to your doubts." - The Sphinx from Mystery Men [3] "You need to use concepts. Concepts are the human mind's way of simplifying the world around. Warning: If you do not use concepts, then you are working with detail." -Edward de Bono [4] "I am trying a number [of methodologies] out now, like doing a project really fast. We normally tend to work super slow (3 months for a CD cover), so it's interesting to see the difference in output when you are doing it in three hours." - Stefan Sagmeister [5] "Break it, stretch it, bend it, crush it, crack it, fold it." - Bruce Mau [6] "Sell your religion." - Mieke Gerritzen [7] "We have to be brave and we have to be bad. If we're bad, we can be the esthetic conscience of the business world. We can break the cycle of blandness. We can jam up the assembly line that spills out one dull, lookalike piece of crap after another. We can say, "Why not do something with artistic integrity and ideological courage?" We can say, "Why not do something that forces us to rewrite the definition of 'good design'?" Most of all, bad is about recapturing the idea that a designer is the representative - almost like a missionary - of art, within the world of business. We're not here to give them what's safe and expedient. We're not here to help clients eradicate everything of visual interest from the face of the earth. We're here to make them think about design that's dangerous and unpredictable. We're here to inject art into commerce. We're here to be bad." - Tibor Kalman |