This page intentionally left blank HOT-WIRING YOUR CREATIVE PROCESS
STRATEGIES FOR PRINT AND NEW MEDIA DESIGNERS
CURT CLONINGER Hot-Wiring Your Creative Process: Strategies for print and new media designers Curt Cloninger
New Riders 1249 Eighth Street Berkeley, CA 94710 510/524-2178 800/283-9444 510/524-2221 (fax) Find us on the Web at www.newriders.com To report errors, please send a note to [email protected] New Riders is an imprint of Peachpit, a division of Pearson Education Copyright © 2007 by Curt Cloninger
Project Editor: Alison Kelley Development Editor: Camille Peri Production Editor: Hilal Sala Copyeditor: Liz Welch Proofreader: Haig MacGregor Compositor: Kim Scott, Bumpy Design Indexer: Valerie Perry Cover design: Mimi Heft Cover Illustrator: iStockphoto.com Interior design: Mimi Heft
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Trademarks Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and Peachpit was aware of a trademark claim, the designations appear as requested by the owner of the trademark. All other product names and services iden- tifi ed throughout this book are used in editorial fashion only and for the benefi t of such companies with no intention of infringement of the trademark. No such use, or the use of any trade name, is intended to convey endorsement or other affi liation with this book ISBN 0-321-35024-3 9 8 7 6 5 4 3 2 1 Printed and bound in the United States of America For Julie. You give me light; you are my day. Contents
Introduction: 5 Varying Degrees of Derivation ...... 99 What This Book Is and Is Not About...... 3 Be Less Derivative ...... 100 What’s So Great About This Book? ...... 5 Be Hyper-Derivative ...... 105 How to Use This Book ...... 9 (Hypothetical) Frequently Asked Questions ...... 109 1 A Process Primer ...... 13 A Brief Guide to the Creative Process . . . . . 14 6 How I Stopped Worrying and Variations on the Creative Process...... 26 Learned to Love the Edit...... 111 Strengths and Weaknesses of the Debunking the Myth of “Scratch” ...... 112 Creative Process ...... 28 Designer as Editor ...... 114 Brainstorming: Expand and Contract . . . . . 115 2 Basic Creative Wisdom...... 31 The Proof Is in the Product ...... 117 Believe in Your Creative Powers ...... 32 Don’t Wait Around for “Eureka!” ...... 35 7 Software and Systems ...... 119 Overvalue the Conceptual ...... 36 Generative Software ...... 121 Visit the “Zone” but Don’t Live There...... 43 Interview: Joshua Davis ...... 129 Grid Systems ...... 137 3 Four Ways to Bypass Inertia ...... 47 Nonstandard [Ab]Use of Exploratory Sketching ...... 48 Standard Software ...... 144 Time-Limited Designing ...... 61 The Art of Design...... 147 Interview: Stefan Sagmeister...... 62 Scope Plumbing...... 65 8 Maintaining a Personal Oblique Strategizing ...... 66 Design Playground ...... 149 Don’t Knock It Till You Try It ...... 75 Playground Rules ...... 151 Playground Advantages...... 158 4 Mining Art and Design History ...... 77 Playground Interview: Look to Design History ...... 78 Dustin Hostetler of upsod.com ...... 161 Look Beyond Design History...... 80 Playground Gallery...... 168 Two Ways to Mine: Forms and Concepts . . 81 Willful Superfluity ...... 177 Know Why and Internalize ...... 96
iv HOT-WIRING YOUR CREATIVE PROCESS 9 The Five Realms of Design...... 179 Conclusion: Tag. You’re It...... 245 The Realm of Media Constraints...... 180 The Realm of Audience Needs ...... 187 Exercises...... 247 The Realm of Client Needs ...... 190 Time-Limited Exercises...... 247 Interview: Clement Mok...... 193 Style and Genre Exercises...... 247 The Realm of Professional Ethics ...... 198 Perspective Exercises ...... 248 The Realm of Aesthetics ...... 201 Conceptual Exercises ...... 248 Balancing the Five Realms ...... 203 Selected Resources...... 250 10 Balance Forms and Credits...... 252 Reconcile Paradigms...... 205 Balance Formal Elements...... 206 Index ...... 254 Reconcile Opposing Paradigms ...... 212 Interview: Zak Kyes ...... 224 Interview: Milton Glaser...... 234 The Human Element: You...... 243
CONTENTS v This page intentionally left blank This page intentionally left blank INVENTION, MY DEAR FRIENDS, IS 93 PERCENT PERSPIRATION, 6 PERCENT ELECTRICITY, 4 PERCENT EVAPORATION, AND 2 PERCENT BUTTERSCOTCH RIPPLE.
—WILLY WONKA
2 HOT-WIRING YOUR CREATIVE PROCESS INTRODUCTION WHAT THIS BOOK IS AND IS NOT ABOUT
Supreme Court Justice Potter Stewart be creative in business, homemaking, was once charged with determining diplomacy, community living, and the whether or not a fi lm was pornographic. like by developing underutilized cogni- In his ruling, Potter said he wouldn’t tive thinking skills that function irre- even attempt to defi ne pornography— spective of the media or communication “but,” he added, “I know it when I see genre. Creativity in product design and it.” Many people feel the same way architecture is constrained by real-world about creativity. They can’t explain technical specifi cations that mercifully exactly what constitutes creative visual limit the number of possible solutions, communication, but they know it when since a chair must support a person’s they see it. weight and a building must not collapse in a storm. But creativity in graphic If merely defi ning creativity is tricky, design can be a very subjective, elusive teaching creativity is even trickier; teach- goal because it is constrained only by ing creative design is downright chal- the open-ended nature of human visual lenging; and teaching creative graphic communication, in which there are as design is veritably daunting. One can many exceptions as there are rules.
3 The problem, in other words, is that creative codifi ed. In many ways, Bauhaus-inspired graphic design is not like algebra. There’s no modernism has dominated twentieth- century single right solution to any given design prob- design. Yet its success and proliferation may lem. There are a handful of best solutions, have less to do with its objective correct- hundreds of fairly decent solutions, and mil- ness than with the fact that it is quantifi ably lions of bad solutions. Not that graphic design teachable—there are right ways and wrong is without its handbooks of principles, systems, ways and not a lot of in-between. Usability and laws, doctrines, rules, and regulations. All are information architecture have inherited mod- valuable and have their place in design educa- ernism’s self-assuredness and quasi-scientifi c/ tion. But at the end of the day, knowing grid psychological methodologies. But just because systems, color theory, and the history of typog- something is systematically teachable and com- raphy doesn’t necessarily make you a creative prehendible doesn’t mean it’s necessarily the designer any more than knowing a pinch from a best approach to a given problem. Any design pint and how to operate a Cuisinart makes you problem includes stages that require a more a creative chef. intuitive, less systematic approach. Literally hundreds of books are avail- All that is to say, this is by no means a mod- able that cover the basic principles of graphic ernist or neomodernist design book. Nor is it an design. This is not one of them. I will revisit antimodernist book. (I love grid systems, and some fundamental design principles in order the work of my students consistently improves to tease out various creative solutions, but this once they learn grid systems.) This book strives book is not a graphic design primer. Instead, to do more than dogmatically support or sys- it tactically applies various design principles tematically refute any single historical design within the context of the creative process. approach. It strives to inspire creativity. This book does not champion any single Hot-Wiring Your Creative Process: Strategies design philosophy or school. Instead, it for Print and New Media Designers is a notebook shows you how to balance and apply vari- of methods, tools, habits, and paradigms that ous approaches based on your own personal various successful designers use. They range strengths and the particular requirements of from what might be considered best practices each individual project. and trade secrets to some pretty wild experi- Modernist design expounds a set of prin- ments to just plain common sense. Some may ciples that are self-assured, utilitarian, and drastically alter the way you see your role as a
THIS BOOK STRIVES TO DO MORE THAN DOGMATICALLY SUPPORT OR SYSTEMATICALLY
REFUTE ANY SINGLE HISTORICAL DESIGN APPROACH. IT STRIVES TO INSPIRE CREATIVITY.
4 HOT-WIRING YOUR CREATIVE PROCESS What’s So Great About This Book? designer. Others may affi rm your current meth- I am not the only person in the history of the odology. Taken as a whole, these approaches civilization to have thought a bit about creativ- are meant to supplement, inspire, spark, rev up, ity. My research has taken me from Jungian psy- and otherwise hot-wire your current creative chology to post–World War I Soviet engineering, process. from aleatoric music to the elongated illustra- As such, this book is less of a “how-to” tech- tions of Margaret Macdonald Mackintosh, from nical manual and more of a sourcebook for cre- hacktivist tactical media to the handcrafted ative approaches. Art, philosophy, history, play, symmetry of Celtic illumination, and to a good discipline, balance, chance, passion, and hiking number of points in between. I’ve tried to distill will all be involved. This book proposes to be all this research and thinking into a useful book of real, practical use to the working designer. with several salient advantages. Here are a few As design historian Philip Meggs observed, of them. “A design philosophy is merely an idle vision until someone creates artifacts that make it a real force in the world.” In other words, theory This Book Contains alone is useless apart from the working creativ- Applicable Interviews ity of individual designers. My goal is simply to increase your creativity. In his 1999 book Why Are You Creative? advertis- If creativity is ultimately something that ing agent Hermann Vaske conducted a series of transcends textual instructions, the idea of a interviews with famous “creatives” (the adjec- book instructing you how to be more creative tive that has become a noun). He asked them may seem paradoxical—a bit like teaching jazz all, “Why are you creative?” David Bowie said improvisation. Yet music departments do offer he likes being creative because it allows him to courses in jazz improvisation. Improvisation crash his proverbial airplane; Mel Gibson likes is learnable, but it requires a less pedantic it because it’s a form of psychotherapy for him, approach than merely memorizing and practic- like basket weaving; and so on. Their answers ing scales. Likewise, creativity can be taught are all interesting, but none of them practically and learned. It’s just that sometimes you have helps me become any more creative at Web to go the long way around something in order design, new media art, multimedia education, to get at the heart of it, and creativity is one of pop music journalism, or any of the other cre- those somethings. ative things I do. They tell me more about the individual artists than they do about a universal path toward creativity.
INTRODUCTION 5 THIS BOOK IS NOT A GUARANTEED PRESCRIPTION FOR MAXIMUM INCREASED
CREATIVITY. INSTEAD, IT FUNCTIONS LIKE THE 12-STEP PROGRAM OF ALCOHOLICS
ANONYMOUS: “IT WORKS IF YOU WORK IT, AND IT DOESN’T IF YOU DON’T.”
Likewise, most creative people fi nd that cer- This Book Helps You Rock the tain things help them get in a creative frame of Creative Process, Not Just Follow It mind. Personally, I love Stereolab. I love maroon. I love wandering the back roads of western You can’t really hot-wire your creative process North Carolina. I love the all-you-can-eat sushi until you have one. (In a sentence, the creative bar at the Asiana Oriental Buffet. I love a brac- process is all the phases of a project: predesign, ingly cold shower after a long, hot run. And design, development, and implementation.) The honestly, who really cares? What do these per- way in which a designer approaches a project sonal preferences have to do with hot-wiring has a profound impact on its success or failure, your creative process? It would be presump- and following a clearly defi ned creative process tuous and foolish to assume that a bunch of is much better than fl ailing about aimlessly— subjective things that work for me are going to putting the cart before the horse, putting the work for you. design before the concept, and generally behav- At best following such advice is like wear- ing like a freelance designer on her fi rst gig. ing a lucky hat—merely a kind of psychological Intentionally following a clearly defi ned (or placebo. At worst, it can interfere with your own even loosely defi ned) creative process may be creative process. It’s much more advantageous the single most useful practice in any designer’s to hear from creative experts in your own fi eld arsenal, and this book will show you how to talking in detail about specifi c practical issues do that. they have wrestled with. Nevertheless, a creative process can’t design Consequently, Hot-Wiring Your Creative a project for you. You still have to design the Process is not a compendium of interviews with project. Although I will go over the fundamen- a bunch of creative people sharing their own tals of the creative process in the fi rst chapter, abstract thoughts and idiosyncrasies—things this book is less about project management and that don’t directly relate to your daily creative more about how to inject creativity into various process. This book does contain occasional phases of your project. interviews with designers, but the interviews My main concern here is how you work the are about specifi c facets of the design process process. Having a creative process and following and not about basket weaving or metaphoric a creative process (even working a creative pro- airplanes. cess) are not the same as rocking a creative pro- cess. It’s easy to learn guitar chords and scales; it’s much more diffi cult to rock. It’s easy to learn color theory and grid systems; it’s much more diffi cult to consistently fi nd the quintessential
6 HOT-WIRING YOUR CREATIVE PROCESS heart of each design problem and address it career, dreading yet another client interview, with a solution that satisfi es, surprises, and wondering how you’re going to convince them invigorates. of the value of your input—that you’re more I do believe creativity can be imparted. than just a glorifi ed cake decorator, that you The problem is that most teachers vacillate actually want to get in on the ground level with between abstract philosophical theory (like the marketing team or product development “the ramifi cations of deconstruction on interac- team and help bake the whole cake. tive narrative”) and practical how-to minutiae There are dozens of obstacles to creative (like “creating custom Adobe Photoshop color design that perpetually threaten to bog you swatches”), and never bridge the gap between down and get you stuck. Wherever you fi nd the two. The key to rocking something is bridg- yourself stuck, this book is full of ways to get ing that gap. This book broaches some heady, you unstuck. It is true what they say: You can’t big-picture topics like semiotics and dialectics, steer a parked car. Once you come unstuck and but I try to translate each theory into practi- regain the confi dence to move your project for- cal approaches that you can apply to specifi c ward, connections begin to emerge, ideas begin aspects of the design process. to fl ow, and you’re back on track. While you’re stuck, all you are is stuck.
This Book Gets You Unstuck This Book Is Full of Creative Yeast All designers occasionally get stuck at some point in their process. It can be in the predesign Think of the creative process as a bread recipe. phase when you’re trying to generate concepts. You can follow it to the letter, but if you leave More often than not, it’s at the beginning of the out the yeast, the bread comes out fl at. These design phase when you’re staring at a blank strategies, tools, habits, and paradigms are like page or screen, trying to give visible form to the yeast—active ingredients that help your cre- the invisible concepts and goals of your project. ativity rise so that the project comes out plump Sometimes you get stuck in your ability to use- and tasty. These approaches are not merely the fully delimit the nature of a design problem, to butter on top of the bread. They are more inte- assess the scope of a project, or to collaborate gral and fundamental to the creative process with a client. You may even be stuck in your than just fi nishing touches.
IT’S NOT CHEATING TO USE OTHER PEOPLE’S STRATEGIES, TOOLS, HABITS,
AND PARADIGMS. NOBODY WILL KNOW YOU USED THEM.
INTRODUCTION 7 Yeast in a great bread recipe gives rise to delicious bread. Hot-wiring a great creative process gives rise to tasty design.
Each strategy and tool should be applied not a guaranteed prescription for maximum during the appropriate phase of the creative increased creativity. (Any author who makes process. Some paradigms are to be continually such a guarantee is deluded or lying.) Instead, revisited and balanced throughout the entire it functions more like the 12-step program of process. Others will affect the overall way you Alcoholics Anonymous: “It works if you work it, think and work as a designer. This book is and it doesn’t if you don’t.”
8 HOT-WIRING YOUR CREATIVE PROCESS How to Use This Book
You don’t need to read this book sequentially or of us (and even those self-styled heroic design- in its entirety to get something out of it. Having ers) need help from time to time. said that, here are some things to keep in mind It’s not cheating to use other people’s strate- as you proceed. gies, tools, habits, and paradigms. Nobody will know you used them. Nobody will know your work is not from scratch, pure and unadulter- Take What You Can Use ated from the wellspring of your prodigious and Leave the Rest creative soul. Great design is solving a problem gracefully, humanely, and always with that Each design project is different, and each inexplicable something extra. designer is different, so take what you need There’s no shame in being infl uenced by for each project and leave the rest for later—or others, anyway, because we’re all infl uenced by never. One approach may work for you on others in some capacity. It’s simply unavoidable. one project and be totally inappropriate for Better to admit the inherently derivative nature another. One may work for you as a designer of design and begin devising intentional strate- and another may never work. You probably gies for coming under the positive infl uence of won’t agree with everything in this book. It work we admire. Ultimately, you’re still the one doesn’t matter. My goal is not to start a histori- who has to come up with the design solution cal design movement or put forth an irrefutably to a particular problem and execute it. You still cohesive design methodology; my goal is to have to decide how to balance your infl uences help you do better design work. and incorporate them into your working pro- Will these approaches help you be a more cess. As long as you’re not outright plagiarizing, creative CEO, software developer, sculptor, or your work will be judged on its effectiveness entrepreneur? Some of them will, and some of alone, not on how much of it was infl uenced by them will be largely irrelevant. Take what you someone else’s input. can use and leave the rest.
Leave Your “Designer As LIFE IS TOO SHORT TO KEEP CRANKING OUT Hero” Badge at the Door MEDIOCRE CRAP. ASK ANY COMMERCIAL DESIGNER, There will probably be some proud and defi ant “WHY DID YOU GET INTO DESIGN?” AND NONE souls who shun this book. They don’t need tem- plates. They don’t need advice. They don’t need OF THEM ARE GOING TO ANSWER, “I GOT INTO help. All they need is their own personal experi- ence and their thrice-blessed muse. But the rest IT SO I COULD CRANK OUT MEDIOCRE CRAP.”
INTRODUCTION 9 Go Overboard graphics. For others, it’s the irreverent, irregular, distressed textures of grunge typography. For Simply put, don’t be afraid to do whatever it the hardcore design fetishist, a generous use of takes to design your best. If it takes a book or white space in conjunction with an expanded a seminar or a degree or balancing an egg on Futura light typeface may be all it takes to illicit your head while reciting the Declaration of serious arousal. Independence from memory in order to design In 1887, Arts & Crafts designer Selwyn Image greatly, then that’s what it takes. wrote, “When you begin to realize, that all kinds Everyone fears failure, and designers are of invented Form, and Tone, and Colour, are no exception. But fear is the mind killer. It alike true and honorable aspects of Art, you see paralyzes. The approaches in this book may something very much like a revolution loom- challenge you. They may take you out of your ing ahead of you.” We need to stop thinking of comfort zone. They may cause you to modify design as the trailer-park cousin of art. your familiar practices. They may cause you to I have a friend, a great designer, who is risk. They may cause you to reengage and get going through a crisis of faith in the value of passionate about a career that you’ve taken design. “I can make it look good. I can crank for granted and no longer really care about. out working solution after working solution. Excellent! Welcome back to life. But what’s the point? Can design make any Honestly, life is too short to keep crank- real difference in people’s lives?” I believe great ing out mediocre crap. Ask any commercial design can make a difference in people’s lives. designer, “Why did you get into design?” and Design is applied human creativity in the ser- none of them are going to answer, “I got into it vice of human communication, in the service of so I could crank out mediocre crap.” Rediscover human use, and that is worth something. And the love you originally had for design. Go for it. creation, any form of creation, can be a celebra- It works if you work it. tion of existence, a kind of fulfi llment of pur- pose, even a communion with the Divine. As you apply the principles and approaches Embrace the Fact That in this book, don’t just seek to do passable Design Is Freaking Sexy work. Make it your goal to create something extraordinary. The craftsmen of Bali have a Design is sexy. It just is. End of story. You wonderful saying: “We have no art. We do know this intuitively. Every designer knows everything as well as possible.” Such a holistic it. Granted, all of us have our own particular attitude doesn’t distinguish between “high art” fetishes. For some it is the tactile sensuality and “applied art.” Anything worth making is of embossed cardstock. Others get off on the worth making as well as possible. seamless staccato cadences of jump-cut motion
10 HOT-WIRING YOUR CREATIVE PROCESS Even the most minimal typographic treatment can elicit a sensual response from the hardcore design fetishist.
INTRODUCTION 11 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, “AN INCOMPLETE MANIFESTO FOR GROWTH”
12 HOT-WIRING YOUR CREATIVE PROCESS 1 A PROCESS PRIMER
All designers follow some sort of cre- Your creative process may look some- ative process, whether they know it or thing like this: not. It’s like church. Every church from high Catholic to nondenominational 1. Get the gig. charismatic has some sort of liturgy—a 2. Stuff creative brief in bottom drawer. form and order that it follows, strictly 3. Avoid client’s phone calls. or loosely, every service. Likewise, every 4. Drink ‘n’ think. 5. Stay up all night before the dead- designer, even the most spontaneous line, designing and developing the and unintentional designer, has a cre- deliverables. ative process.
That’s still a creative process—just not a very good one.
13 A Brief Guide to the Creative Process
As long as you’re going to have a creative pro- The four phases of the creative process are cess, you might as well be intentional about it. fairly straightforward and sensible. In this sec- There are hundreds of books and articles on the tion we’ll take a closer look. creative process (some of which are listed in this book’s bibliography). Its proponents break it up into all sorts of different steps and stages, 1. Predesign but basically the creative process, particularly as it relates to graphic design, looks something Predesign is the language, research, and inter- like this: personal phase. It results in a written creative brief agreed upon by the designer and the cli- 1. Predesign ent. This is the phase that most design students 2. Design rush through, if they go through it at all. But 3. Develop it is arguably the most important phase of the 4. Implement whole project. Muddle the predesign phase and your conceptual approach will be skewed—a That’s it, and believe it or not, it will get you fundamental fl aw that no amount of design- pretty far. phase Photoshop voodoo will be able to hide. Designer Bruce Mau’s declaration that “pro- Skipping the predesign phase and diving cess is more important than outcome” may seem straight into the design phase is like taking a fairly extreme. Of course, from a client’s perspec- hasty, blurry snapshot of a still life and then tive, it seems backward. But from a designer’s devoting weeks meticulously painting from perspective, it makes sense. As a designer, if you that blurry snapshot. Even if you reproduce only pursue what seems right to you at fi rst, the snapshot exquisitely, you’ll end up with a if you jump right into the development phase blurry painting that misses the mark. As Joe without fi rst researching the problem, if you Jackson sang, “You can’t get what you want till never explore alternative design solutions, you you know what you want.” The predesign phase will always wind up with a similar outcome. involves fi guring out what you want. Assuming you’re some sort of creative uber-god It breaks up into four sequential steps. with Jedi designer instincts, an uncanny intui- tive sense of market clairvoyance, and catlike EYEBALL THE BIG PICTURE visual communication refl exes, well and good. Prior to doing any deep research, prior to even Otherwise, you’d better work the process. Even signing a contract, you want to get an overview if you are a natural-born “elite” designer, you of the nature and scope of the problem, as well should still work the process because it can take as the nature of the client. Try to be as accurate anyone’s designs to a broader, richer, more con- as possible, realizing that at this point there’s ceptually intriguing level. no way you can understand all the nuances of
14 HOT-WIRING YOUR CREATIVE PROCESS Skipping the predesign phase is like taking a blurry snapshot and then spending weeks meticulously painting it.
the whole picture. Requests for proposals (RFPs) At the heart of every design project is a and initial client interviews occur during this problem. Cognitive studies expert Edward De step. Even if you are doing subcontract work Bono concisely defi nes a problem as “the dif- for a large fi rm that you trust, and that fi rm is ference between what we have and what we working for a client that it trusts, you still want want.” If there is no problem, then no solution to try to understand as much as you can about is required, in which case no design work is the project before committing to it. required. You are free to make art or go to the beach.
AT THE HEART OF EVERY DESIGN PROJECT IS A PROBLEM. IF THERE IS NO
PROBLEM, THEN NO SOLUTION IS REQUIRED, IN WHICH CASE NO DESIGN
WORK IS REQUIRED. YOU ARE FREE TO MAKE ART OR GO TO THE BEACH.
A PROCESS PRIMER 15 CLIENTS MAY TELL YOU, “WE WANT TO TAKE THIS EXACT VISUAL APPROACH,” BUT THEY
ARE ACTUALLY PAYING YOU TO ADVISE THEM ON WHAT VISUAL APPROACH IS BEST.
UNDERSTAND THEIR LARGER GOALS, AND NOT JUST THEIR PROPOSED SOLUTIONS.
Try to get a handle on the problem from chicken. It makes perfect sense in a “Far Side” the start. You will refi ne your understanding kind of way. The cows want to put fast-food throughout the creative process, but the sooner burger joints out of business, so they drive con- you defi ne the problem, the more thoroughly sumers to Chick-Fil-A to save their own hides. your fi nal solution will address it. The prob- The campaign has been immensely successful, lem is not your enemy; it is your guide to the as well as immensely amusing. solution. As media theorist Marshall McLuhan With a lesser-known client, you’ll have to observed, “The answers are always inside the get most of your background information from problem, not outside.” the client interview. Try to understand the per- sonality of the company and the personality RESEARCH of the product or service. Clients may tell you, In the research phase, you research clients, “We want to take this exact visual approach,” their products or services, their competition, but they are actually paying you to advise them and their target audiences. With well-known on what visual approach is best. Understand clients, some of this research can be done via their larger goals, and not just their proposed regular channels such as magazines, books, solutions. newspapers, libraries, and the Internet. Even If your interview questions are thoughtful then, all the specifi c information about your and probing, if you’re able to get at the heart of project will come directly from your clients. the problem, smaller clients may actually learn Compare your standard research with the more about their own companies from your information they give you. Perhaps there are interview. Asking the right questions forces discrepancies between what the public thinks clients to reconsider their companies from con- about your clients and what they think about sumers’ perspectives through the lens of your themselves. Perhaps this discrepancy is relevant particular communications medium—print, to how you solve their problem. For example, Web, video, whatever. This can give a company your chicken client may think its mascot, new insight into its overall mission. Clucky the Chicken, is beloved by customers. Client interviewing requires verbal com- The problem is that Clucky may be too beloved, munication skills and interpersonal skills; what and nobody wants to eat Clucky. country folks simply call “social skills.” At this Fast-food restaurant Chick-Fil-A needed a stage in the process, you are acting more like marketing angle when they sought the advice a visual communications consultant. You will of Dallas-based ad agency The Richards Group. fail in this role if you think of yourself only as Rather than steer them toward a fowl mascot someone who designs pretty stuff. Your services that would be advertising its own demise, the are valuable to the client even at this stage, agency came up with a brilliantly unorthodox before any “designing” has begun. conceptual solution: get cows to market
16 HOT-WIRING YOUR CREATIVE PROCESS Design specs vs. Caroline Cloninger: It’s better to design with a specifi c customer in mind than toward a set of impersonal specifi cations.
ANALYZE Burger King, for example, maybe you decide Take all the research you’ve gathered and revisit that Burger King’s name is King Edward, but his it from various analytical perspectives. What friends call him Ed. Ed is fun, jovial, and patient is the crux of the problem? What were the with children. Is there anything regal about him weaknesses of any previous design solutions? at all? Are there other successful design solutions by What is the personality of the product or competitors? How might you incorporate those service? Give the product or service a name solutions into your approach? How will the and pretend it’s a person. Describe that person. limitations of the medium for which you are Perhaps the service that FedEx provides is designing affect the way in which you solve the named Jerry. Is Jerry an athletic college gradu- problem? ate with a crew cut and a courteous yet anal- What is the aggregate personality of the pri- retentive work ethic? Or is Jerry a slightly mary, secondary, and tertiary audiences? Move graying MIT engineer with a can-do attitude from the abstract to the specifi c: Construct a and a pocket-protector full of mechanical pen- hypothetical profi le person for each audience, cils? Does Jerry bear any resemblance to an including name, occupation, income, age, gen- actual FedEx courier? Should he? der, interests, and other relevant information. If all this seems a bit poetic, it is. The goal What is the personality of the company? is to move from raw statistics toward language Give the company a name and pretend it’s a that is evocative and descriptive. You are liter- person. Describe that person. If your client is ally trying to put a face on all aspects of the
A PROCESS PRIMER 17 “CREATION MUST TAKE PLACE BETWEEN THE PEN AND THE PAPER, NOT
BEFORE IN A THOUGHT OR AFTERWARDS IN A RECASTING.”
project by creating a written “image” that will further along you get in the creative process, translate readily into graphic design. Don’t dis- the easier it is to get engrossed in details and card any project specifi cations; obviously you’ll overlook your original research and goals. Once need them. But it is easier to design for a face you agree upon the brief, revisit it throughout than for a set of specifi cations. the creative process, checking your direction against it. This way, your decisions throughout APPROVE A CREATIVE BRIEF will be informed and directed by your original The creative brief is a short written document goals. You may come across new information outlining the problems, goals, strategies, and along the way that causes you to deviate from challenges of the project. Whether the client your original creative brief. If this happens, you or the designer generates the creative brief, it should probably sit down with the client and should be agreed upon by both. Signing off on a approve a new creative brief. boilerplate, client-generated creative brief that goes against your own research and analysis will probably lead to a mediocre, inadequate 2. Design design solution. Working from your own cre- ative brief without getting the client to sign off The lion’s share of the creative work is done on it will result in miscommunication and prob- in the design phase. This is where you invent ably extra design revisions on your part. The visual solutions, where your predesign research goal is for everybody to be on the same page, takes on actual visual form. New media and the creative brief is that same page. designer Hillman Curtis says designers are like Having said that, don’t place an inordinate translators: They take ideas expressed in words amount of faith in the creative brief. Language and translate them into visual language. He is slippery and highly subjective, particularly calls this process “making the invisible visible.” when describing the goals of a visual medium The design phase is where this occurs. The like design. If a picture is worth a thousand vague ideas of the creative brief are gradu- words, a mock-up is worth ten creative briefs. ally translated into mock-ups that the client Breathe easier later, when your clients sign off can see. on one of your design mock-ups, not when they There is no substitute for the actual design sign off on your amendments to the creative phase. Predesign leads into design, and develop- brief. Don’t spend an inordinate amount of time ment fl eshes out design, but neither is design. wrangling about the subtle nuances of the brief. In this sense, graphic design is a bit like creative It is not the fi nal product; it’s simply a vague writing. In the creative writing process, you but necessary starting point. start with an outline and you fi nish with edit- Having drafted a creative brief doesn’t ing, but at some point you have to sit down and automatically ensure its implementation. The actually craft the prose itself. Gertrude Stein
18 HOT-WIRING YOUR CREATIVE PROCESS said of the process, “Creation must take place ASSEMBLE between the pen and the paper, not before in a Based on ideas and concepts that arise from thought or afterwards in a recasting.” Likewise, your rough sketches, begin to get more specifi c. your actual graphic design solutions are created Turn on a computer and open up your design during the design phase, once you begin sketch- software of choice. Use type studies to try out ing in physical or digital design space. different typefaces applied to the text you Despite the crucial function of the design know you want to use. Do color scheme stud- phase, it is frequently rushed: You are on a tight ies in which you choose a palette. In your deadline and the development is going to take a software or notebook, do form studies that lot of time, so you rush through design and dive balance shapes, lines, textures, positive and into development as quickly as possible. This is negative space, and other design elements. a bad idea. Your design will only be as strong as Shoot or acquire imagery and begin combining your design concept, and your design concept it with your color scheme and your typefaces. is often discovered and refi ned during design Alter your color scheme to fi t the imagery. phase explorations. Experiment with composition and balance. The design phase breaks up into three Explore various layouts. sequential steps. All these approaches will vary depending on your medium and the nature of the project. SKETCH Don’t worry about editing at this point. The Before you even turn on a computer, take out more paths you explore, the more source mate- your pencil and fl ip open a sketchbook. Return rial you’ll have available for later use. to your creative brief and explore core themes and concepts that arise. Feel free to go back and MOCK UP forth in your sketchbook between descriptive In the mock-up step, you are working toward a words and visual concepts. You are moving design or several designs that you will present from thinking textually to thinking visually. to the client. Some designers allow their client Depending on your medium, make thumbnail to review their work during the sketching and sketches, draw storyboards, sketch logo marks. assembling steps—the argument being that the This step of the design phase is largely per- more you involve the client throughout the pro- sonal. You probably won’t show these sketches cess, the less chance there is for miscommuni- to the client. If you’re not a great illustrator, cation and misunderstanding. Other designers don’t worry about beautiful draftsmanship. don’t show the client any visual work until the These are rough sketches for your own personal mock-up phase. reference, a low-pressure way of easing into the There are two arguments for this approach: actual design process. 1. Sketching and assembling are private
A PROCESS PRIMER 19 processes for the designer’s own brain, and the preliminary mock-ups as it takes to arrive at client would only be micromanaging during those three. those steps. 2. Sketching and assembling are However you decide to present your mock- by necessity incomplete. The client is likely to ups, be prepared to explain your design deci- confuse such work with fi nished mock-ups and sions to your clients. Here again, developing judge it harshly, based on its level of incomple- your social skills is worthwhile. Amazing as it tion rather than its conceptual merit. may seem, clients are not always able to imme- How many mock-ups do you show the diately intuit the sheer unadulterated genius of client? This is the million-dollar question. every design you present. Legend has it that design master Paul Rand only I require my multimedia design students showed one logo mock-up to his clients. This to turn in lots of “threes” (or multiples thereof) approach makes some sense. The client is hir- throughout the creative process—three written ing you to do the best work possible. Presenting ideas for a project, nine sketches of a logo, three them with three mock-ups suggests that you refi ned variations of a logo in digital form, three can’t tell which is best. Just pick the best one mock-ups of a magazine advertisement, nine and show it to them. thumbnail sketches of a web page layout, three On the other hand, for my last book, Fresh mock-ups of an interactive navigation solu- Styles for Web Designers, for New Riders (2002), tion, and so on. Invariably a student protests, design fi rm Segura Inc. presented us with 20 “But I already know exactly what I want to do.” mock-ups of the cover. This approach makes I answer, “Great, you’ve got your fi rst mock-up. some sense as well. You’re telling the client, Now do two more.” More often than not, the “We’re so creative we can come up with 20 second and third mock-ups are better than approaches, one of which you’ll surely like. the fi rst. We trust your judgment. Whichever one you There is something liberating about getting choose, it’s going to be good.” that fi rst idea out of your mental space and into Conventional wisdom is that you should design space. It clears out your head so that you show clients three mock-ups—one they’ll prob- can consider the problem from a different per- ably choose, one a bit more conservative, and spective. It also takes the pressure off. You’ve one a bit more daring. That way, you cover a got at least one solution if nothing else works. range somewhere near where you think they Now you are free to explore, play, and risk more want to be. But even if you show only three daring solutions. fi nal mock-ups, you are free to make as many
20 HOT-WIRING YOUR CREATIVE PROCESS Segura Inc. presented 20 mock- ups for the cover of Fresh Styles for Web Designers. The empty refrigerator was the one chosen.
A PROCESS PRIMER 21 22 HOT-WIRING YOUR CREATIVE PROCESS A PROCESS PRIMER 23 3. Develop TEST Show your built project to a user test group and This phase varies greatly from medium to assess its feedback. Experts are forever debating medium. For a two-dimensional CD cover or what constitutes optimal user testing. Probably poster, the difference between your digital the test audience doesn’t have to be that large, mock-up and your developed piece might not but it should represent your target demographic be much. In that case, this is the paper selec- as precisely as possible. The challenge is to cre- tion, prepress, and color correction phase. ate a test environment that accurately simu- However, in interactive media, video, book pro- lates the real world and then interpret your user duction, architecture, corporate identity—any response data in a useful way. (What constitutes media of scale, movement, or function—the “useful” is the key question.) This is practically development phase is critical because you have impossible, since the very act of testing creates something that must work or move or stand up an artifi cial environment different from a real- or be applied interpretively. world environment. However, imperfect and In these media, there is still plenty of inexact as user testing may be (despite a myriad room—and need—for creativity in the develop- of rigorous “expert” methodologies), some form ment phase. It’s just a different kind of creativ- of user testing is better than no testing at all. ity than in the design phase. The way a Web site rollover functions, the way a scene is lit, REVISE the manner in which a book is composited—all Since user testing is at best a simulated situa- are areas that require a creative eye that is tion, you’re not obliged to take every bit of unfi l- in sync with the overall goals of the project. tered user feedback as gospel truth. Assess the Even in this phase, it is prudent to revisit the feedback and improve upon the aspects of your creative brief. design that you agree are problematic based The development phase breaks up into three on your broader understanding of the project’s iterative steps. goals. Revise the design and rebuild.
BUILD Develop the project to completion. Build it. 4. Implement Make it. Shoot it. Postproduce it. Code it. Composite it. Whatever. There may be interim, You can repeat the steps of the development semifunctional demo versions along the way, phase forever, but at some point you will have to but ultimately this step results in a fi nal func- abandon your quest for hypothetical perfection, tional version that (according to your best go with your best guess, and proceed to the guess) is ready to be distributed. implementation phase. As Apple CEO Steve Jobs famously observed, “Real artists ship.” An
24 HOT-WIRING YOUR CREATIVE PROCESS DESIGNERS WHO EMPHASIZE MAINTENANCE AND IMPROVEMENT AS PART OF THEIR
OVERALL DESIGN PROCESS ARE THE ONES WHO MAINTAIN A STABLE OF REGULAR
CLIENTS BECAUSE THEIR JOB FOR THESE CLIENTS IS NEVER FINISHED.
architect who never gets hired to design any Designers who incorporate maintenance and actual 3D buildings is called a “paper architect.” improvement into their overall design process It doesn’t matter how ingenious his blueprints are the ones who maintain a stable of regular are: unless he actually gets some buildings built, clients because their job for these clients is the history of architecture will not remember never fi nished. Such designers practice design him. By the same token, real designers imple- as an ongoing process. They are always chatting ment. It doesn’t matter how well the design suc- up future ad campaigns, 2.0 versions, and per- ceeds in the hypothetical test environment of petual branding. the development phase. How a design weathers If improvement is required in the implemen- the implementation phase is the true test of its tation phase, does this mean the design failed? success. Not at all. The only way to learn whether a solu- The implementation phase breaks up into tion actually works is to implement it and see three nonsequential, iterative steps. if it does. With this in mind, Web design com- panies such as Chicago’s 37 Signals have begun DISTRIBUTE PUBLICLY to fold the testing and revision of development Publish, go live, launch, or screen. Your client into the maintenance and improvement steps of puts the work out there to be seen and used. the implementation phase. The idea is to move from hypothetical prototype testing to working MARKET product as quickly as possible. Prior to and during distribution, your design With Basecamp, a 37 Signals online software solution is marketed. Sometimes your graphic product, the company has remained nimble design itself does the marketing, but often this enough to respond to user feedback and imple- happens in conjunction with press releases, ment ongoing improvements during distribu- reviews, or other types of collateral marketing. tion. Instead of receiving hypothetical feedback If you work for a marketing fi rm, you are in from a test group that may not represent its charge of the marketing. If you work at a actual target audience, the company receives graphic design company subcontracted by a feedback from real users of its product. In this marketing fi rm, the details of the marketing paradigm, the user is much more involved in are out of your hands. In either case, make sure the development of the product. The target your design solution dovetails with your client’s audience is not a group to be manipulated and collateral marketing approach. feared, but an advocate whose critical feedback is solicited and encouraged. In order to suc- MAINTAIN AND IMPROVE ceed with this open development approach, the A Web site requires maintenance and improve- design fi rm must be honest, transparent, and ment. Even a print campaign can benefi t from vulnerable. A huge helping of customer service ongoing maintenance and regular improvement. social skills also comes in handy.
A PROCESS PRIMER 25 Variations on the Creative Process
Although every creative process can be reduced thinking puts the emphasis on conceptual prob- to the four simple phases of predesign, design, lem solving throughout the process. development, and implementation, some designers For example, in the standard four-step have discovered that tweaking the process can design process, you build your project in the make it better fi t individual projects or media. development phase. In the AIGA process, you Some variations on the creative process are “activate your solution” in the “value genera- particularly ingenious because of the novelty tion” phase. The actions taken are the same in of their approach. Others are remarkably suited both processes, but the wording of the AIGA to a particular task. What follows is a brief con- process intentionally foregrounds solutions and sideration of some of them. I’ve highlighted the value generation rather than simply talking aspects of each process that make it unique. about building stuff. The AIGA process also places a unique emphasis on team leadership. At the end of AIGA: Designing Solutions each phase, there is a managerial step. At the end of the fi rst phase (defi ne the problem), the AIGA (the professional association for design) team leader incites support and action. At the has developed a three-step process that is end of the second phase (innovate), she enables intentionally generalized so that it can be the team to work as a team. At the end of the applied to almost any medium: defi ne the third phase (generate value), her team “tacks,” problem, innovate, and create value. Nowhere in based on its successes and failures. this process is any type of media deliverable mentioned. The AIGA paradigm is particularly instructive. You are designing a solution. You are Hillman Curtis: New Media Design not designing a video spot or a poster or a Web site. Those are merely the media through which In his book MTIV (Making the Invisible Visible), your solution may be expressed. This way of new media designer Hillman Curtis proposes a seven-step process: listen, unite, theme, concept, eat the audience (fi gure out what makes the audi- WHEN YOU UNITE YOUR CREATIVE TEAM ence tick), fi lter, and justify. Although each of these steps folds into the standard four-step AROUND THE PROJECT, THINK OF YOUR creative process well enough, Curtis’s model emphasizes two particularly useful elements. CLIENT AS A MEMBER OF THAT TEAM. YOUR When you unite your creative team around CLIENT IS NOT THE “NONCREATIVE ENTITY,” the project, think of your client as a member of that team. Your client is not the “noncreative THE “OTHER,” OR THE “NECESSARY EVIL.” entity,” the “other, ” or the “necessary evil. ”
26 HOT-WIRING YOUR CREATIVE PROCESS Instead, your client is a member of the creative By relating the “architecture” of your actual team with unique insight due to his intimate media to the chronology of your process, this knowledge of his own product, company, and model forces your graphics decisions to be market. based on your layout decisions, which in turn “Filter” simply means to consider the limita- are based on your information architecture tions of your medium and let them inform your decisions, which in turn are based on your design approach. This is particularly necessary functional requirements, which in turn are when you’re designing low-bandwidth, online based on your strategic goals. Garrett’s process media because it has such stringent resolu- is not merely a series of chronological phases. tion limitations. But every medium has its Instead, each phase is structurally related to the own limitations. For example, print is limited phases that precede and follow it, and to the compared to video in that print can’t move. functional structure of the site itself. Furthermore, all communications media are limited compared to existence itself because all deliver mediated experiences rather than actual experiences. How you approach the inherent limitations of your medium can determine the success of your project.
Jesse James Garrett: User-Centered Web Design
User experience consultant Jesse James Garrett’s creative process is novel, refresh- ing, and useful. Garrett fi rst describes the fi ve “planes” of a Web site, from front-end interface to back-end strategy. Then these planes become the actual chronological phases of his Web design process. From bottom to top, the planes/ phases are: strategy, scope, structure, skeleton, and Jesse James Garrett’s model for the fi ve elements surface. Any decision you make at the strategy of user experience: The bottom layers correspond to the back-end functionality of the Web site and plane necessarily limits the decisions you are to the beginning of the creative process. The top able to make at the subsequent scope plane, layers correspond to the front-end design of the and so on. Web site, and to the end of the creative process.
A PROCESS PRIMER 27 Strengths and Weaknesses of the Creative Process
Tony Spaeth: Corporate Identity The creative process is great as far as it goes, but it doesn’t automatically make you creative. Corporate identity expert Tony Spaeth has As an idea-generating tool, it has its share of developed an involved creative process for strengths and weaknesses. Its basic strength is corporate identity development because it is a that it gives you something to hot-wire. Its basic necessarily involved process. Two elements of weakness is that it doesn’t come pre-hot-wired. Spaeth’s process are particularly noteworthy for any designer. It begins with a proposal phase. Before the Strengths contract is even signed, all the preliminary dia- logue between the designer and the client is It saves energy. Adherence to a creative process considered to be the fi rst phase of the creative keeps you from having to reinvent the wheel process. If the client doesn’t hire the designer, every time you tackle a new design project. the process is aborted or shelved. If the cli- It results in consistency of design work. If you ent does hire the designer, the proposal phase adhere to the same creative process, your work leads directly into the rest of the process. This will be more consistent from project to project. formalizes and includes an important but often This doesn’t mean that your work will be iden- overlooked phase of the process—the precon- tical because the process allows for variation as tract dialogue between client and designer. dictated by the particular needs of the project. Once you are hired, you don’t have to revisit It results in consistency of design practice. By everything that was discussed prior to your adhering to the same creative process, repeat being hired. clients and referred clients will know what to Prior to Spaeth’s implementation phase, expect from you. This will make them more an entire phase is devoted to implementation comfortable, which will lead to better commu- planning. Since corporate identity is more holis- nication, which will lead to better work. tic than merely designing a logo, the implemen- It gives you something to “work” when you are tation phase is planned in great detail—from creatively dry. The creative process is a way to how the new identity will be applied across prime your creative pump. Simply by going corporate media such as stationery, Web sites, through the motions of the process, you even- vehicles, building signage, and marketing mate- tually fall into a familiar, creative groove that rials, to how the new identity will be introduced allows work to fl ow. Even designers who are to the public. This additional planning phase skeptical of the practical, analytical benefi ts illustrates the fact that different design disci- of the predesign phase will still go through it, plines require different creative processes. almost as a ritualistic warm-up exercise for the
28 HOT-WIRING YOUR CREATIVE PROCESS IF THE DESIGN PHASE IS LIKE SEX, THEN THE PREDESIGN PHASE IS LIKE FOREPLAY—
A WAY TO GET IN THE MOOD BEFORE THE CREATIVE FIREWORKS ACTUALLY BEGIN.
design phase. If the design phase is like sex, directly in the creative process. The creative then the predesign phase is like foreplay—a process can literally be thought of as problem way to get in the mood before the creative fi re- assessment followed by solution invention. So works actually begin. where does the art come in? The art is that It can lead to unforeseen places. This is a huge extra, special, unnameable something that strength. As Bruce Mau observed, you may not transforms a serviceable design into a resonant, know where you are going when you start out, memorable design. It has less to do with which but you’ll know that you want to be there. process you work and more to do with how you work it. Lissitzky probably never would have phrased it this way, but the art is a function of Weaknesses hot-wiring.
One size does not fi t all. No single creative process perfectly suits every design project. You want to be fl exible and have a backup plan when you run into a wall. You could transition to an entirely different creative process, or you could simply supplement your process with various strategies and approaches that have proved useful in the past. This book presents a number of such supplemental approaches. It doesn’t automatically generate quality design. The process can suggest a creative solution, but it doesn’t automatically generate one. The themes and goals of your predesign phase don’t magically transform themselves into compelling visual concepts simply because you follow the creative process. Otherwise, anybody could be a great designer, and we know this is not the case. Creative processes don’t generate design; you do. It doesn’t automatically generate “art.” Graphic design pioneer El Lissitzky claimed that design = problem + invention + art. The prob- lem and invention components are dealt with
A PROCESS PRIMER 29 CREATING IS THE MOST INTENSE EXCITEMENT ONE CAN COME TO KNOW.
—TEXTILE DESIGNER ANNI ALBERS
30 HOT-WIRING YOUR CREATIVE PROCESS 2 BASIC CREATIVE WISDOM
Before we delve into specific design ap- To design something, to put it out there proaches, useful paradigms, best prac- and say, “I did this and I stand by it”— tices, tips, tricks, and hacks, let’s begin that’s scary business. Public creativity with some fundamental, across-the- is exciting, but it is fraught with risks board wisdom that every creative maker and anxieties. Designers fall prey to any of stuff should possess. This wisdom in number of personal pitfalls—from self- and of itself won’t make you a great de- doubt to unfounded egotism (which is signer, but without it, you will never be- usually just a front for self-doubt), from come a great designer. If these pieces of workaholism to slackerism, from craving advice aren’t your style, then you should total anonymity to entering every design probably change your style. If these contest in existence (at $50 per entry). pieces of advice don’t seem to apply to It’s not easy being a designer, but the you, then you should probably apply following bits of basic creative wisdom them to you. Or may I suggest an excit- can at least ease some of the pain. Each ing career in chartered accountancy? of these pieces of advice is applicable throughout the entire creative process, and probably throughout life in general.
31 Believe in Your Creative Powers
Mystery Men is a film comedy about a motley poorly designed project. Like comedy, graphic crew of unlikely superheroes led by a pontificat- design is a field in which merely average work ing mystic known as “the Sphinx.” The Sphinx actually fails. Who’s going to pay money to is full of paradoxical advice that he dispenses see a comedian who is more or less funny? freely throughout the film. “In order to learn my Likewise, who’s going to pay a graphic designer teachings, I must first teach you how to learn.” to more or less communicate their message? “You must be like the wolf pack, not like the six As a graphic designer, you have to nail the pack.” And my personal favorite: “If you can message, and to nail the message you have to balance a tack hammer on your head, you will go for it, and to go for it you have to have self- head off your foes with a balanced attack.” confidence. Before the climactic showdown, the rag-tag But what if your worst fears are true? What superheroes have a crisis of faith and some if your work sucks, you don’t have what it takes, even begin to doubt their superpowers. The and you should never have gotten into graphic Sphinx bolsters their resolve with this pearl of design in the first place? All of this may well be wisdom: “When you doubt your powers, you true. If so, you may want to take some time to give power to your doubts.” They buck up and search your heart, ask advice from friends you go on to defeat evil and win the day. trust, and reassess your career path. But the Simple as this advice is, the Sphinx is right. time to do all this soul-searching is in-between A modicum of objective self-criticism is always gigs, not during them. Once you say “yes” to a useful, but full-on, overblown self-doubt is client and you sign the contract, you are the absolutely crippling to a graphic designer. Why? man or woman for the job. You are a profes- Because success in graphic design requires risk sional designer. You are creative. You know taking, and risk taking requires self-confidence. your medium. You understand the principles Playing it safe throughout the entire creative of visual communication. You ask penetrating process can deal a deathblow to your project. questions that get at the heart of the project. For a stockbroker, safe, passable investing usu- You shepherd your client’s goals through a cre- ally leads to a modest, acceptable return on ative process that results in a unique, appropri- investments. Fine. But for a graphic designer, ate, successful design solution. safe, passable designing usually leads to a
CONFIDENCE EMPOWERS RISK TAKING, AND RISK TAKING LEADS TO BETTER
DESIGN. DOUBT BEGETS MORE DOUBT AND SECOND-GUESSING, WHICH LEAD
TO FALSE STARTS AND TIMIDITY, WHICH LEAD TO LAME DESIGN.
32 HOT-WIRING YOUR CREATIVE PROCESS Isn’t this all just a bunch of mumbo-jumbo On the whole, most designers seem to self-talk? Will it really make any practical dif- suffer more from self-doubt than from blind ference? It will make more of a difference if you overconfidence. If you’ve got to err in one actually believe it. But even if you don’t, it will direction or the other, better to risk too much still have a positive effect on your project. Let’s self-confidence. If your design solutions are too take the worst-case scenario and assume that risky and brash, it’s not rocket science to tone you actually do suck. You should get out while them down a bit. On the other hand, if your the getting is good. Chartered accountancy design solutions are too safe and timid, it’s awaits. But instead you agree to do one last much more difficult to ramp them up a bit. To design project. How is thinking that you suck use a baseball metaphor, it’s easier to hit a long going to make the project any better? Believing triple and stop short at second base than it is to in your creative powers can turn a sucky turn a bunt into anything more than a single. A designer into a less-than-sucky designer. It can bunt will only ever be a bunt. turn a competent designer into a good designer. Freshman design students are inordinately And it can turn a good designer into a great plagued by self-doubt. It can lead to a kind designer. Because confidence empowers risk of timidity that focuses on minutiae at the taking, and risk taking leads to better design. expense of the big picture. It’s not uncommon Doubt begets more doubt and second-guessing, for a freshman student to spend an entire eve- which lead to false starts and timidity, which ning fretting over whether a border should be 2 lead to lame design. pixels or 3 pixels thick, whether a font should Don’t misunderstand me. Self-confidence be 11 points or 12 points. As if a single technical does not mean that you think of yourself as decision might somehow magically lead to the an immortal design god who can do no wrong. “correct” design. This is just timidity manifest- That’s just delusional and harmful. It leads to ing itself as anal-retentive perfectionism. With lazy conceptualizing, slipshod execution, and practice and experience, most freshman design- a stank attitude that alienates all but the most ers graduate to greater levels of self-confidence. masochistic of clients. Nor does self-confidence The ones who don’t are the ones who don’t mean trying to bluff your way through the proj- practice, the ones afraid to fail. ect on bravado and duct tape alone. If you take In this book we’ll examine several pride in advancing mediocre visual solutions on approaches—from exploratory sketching to sheer force of personal will, then you probably maintaining a design playground—that build missed your calling as a contemporary concep- self-confidence and can help you overcome tual artist. Don’t simply apply your self-confi- self-doubt. Almost all involve risk, practice, and dence to self-marketing; apply it to the actual exploration. The best Olympic gymnasts fall design problem. thousands of times in practice over the course
BASIC CREATIVE WISDOM 33 OWN THE DESIGN SPACE. IT BELONGS TO YOU. DON’T LET IT PUSH YOU AROUND. PUSH IT AROUND.
YOUR CLIENT MAY BE THE BOSS OF THE ENTIRE PROJECT, BUT YOU ARE THE BOSS OF THE DESIGN PHASE.
of their careers. The more you push it, the more of design and art, where there is this wrong- you fall, the better you get, the more you push headed idea that the more you hate, the better it, the more you fall, and onward and upward, your taste. bruises and all. By definition, you will never please the To reiterate the classic mantra of design turkeys (unless you are Paul Rand, Massimo educator Robin Williams, “Don’t be a wimp!” Vignelli, or whichever design master they hap- Own the design space. It belongs to you. Don’t pen to worship). So don’t even try. Fly above let it push you around. Push it around. Your cli- them and let them throw acorns. Who cares? ent may be the boss of the entire project, but This is not an excuse to dismiss valid criticism you are the boss of the design phase. Nothing from people who care about your professional is more harmful than a chorus of competing growth. It’s just an excuse to dismiss criticism critical voices in your head when you’re trying from people who criticize everything anyway. to explore innovative solutions. Peers, higher- Self-confidence is crucial in graphic design ups, competitors, heroes, clients, design critics, precisely because there is no single right teachers, your audience—these voices often answer to any given design problem. The more cancel each other out, leaving you paralyzed confidence you have, the more you are free to and inert, drowning in a din of conflicting inter- pursue widely divergent paths of exploration, nal criticism, unable to step out and risk explo- the less dependent you are on rote formulas, ration. Silence these voices. You are in control, and the closer you are to arriving at a unique remember? Later it will be beneficial to hear design solution. from some of these voices, in orderly turn. But not now. There is one group of voices that you should silence forever—the turkeys. Peter Lord, a Christian pastor and author, tells the fable of a baby eagle who fell in among some turkeys. Like the ugly duckling, he didn’t quite fit in. He hated the taste of acorns and he hated scratch- ing around on the ground. But he was assured by the turkeys that he would never amount to anything greater, so he gradually acclimated himself to the mediocrity of turkeydom. You don’t have to look very far to find such tur- keys in our gloriously cynical, posteverything era. Turkeys particularly abound in the world
34 HOT-WIRING YOUR CREATIVE PROCESS Don’t Wait Around for “Eureka!”
We’ve all had our share of “eureka” experiences. looming. Her tried-and-true cure for writer’s Suddenly the solution to a problem presents block: “If your muse won’t work for you, kick itself to us, and intuitively we know that this is her in the ass and get her going.” The same cure the way the design must proceed. In his pithy may be applied to graphic design. Your entire collection of essays titled Understanding Design, time can’t be spent sitting around musing. design educator Kees Dorst says these eureka Instead, work the process. This is not to say you experiences are actually mirages of hindsight. can’t take a break and go for a walk, but even Nobody ever had a design epiphany without that is part of the creative process. Creative first working the creative process. You do the work is still work, so work at it. predesign research, you lock in on the theme of the project, you conceptualize the theme via sketching and designing. At some point along the way, your subconscious mind—which is churning nonstop—pieces together a solution, things click, and your conscious mind experi- ences this event as, “Eureka! I’ve found it!” (Your conscious mind always wants to take all the credit because it has an overdeveloped sense of its own importance.) With this in mind, don’t shortcut the cre- ative design process. Don’t get too specific too soon. Even with a tight deadline, allot an appro- priate percentage of time to the early, prepara- tory phases of the creative process. This is not wasted time. It is start-up time. It is necessary time to fill your mind with lots of applicable content to chew on. There is a popular image of the artist loung- A GOOD CONCEPT POORLY EXECUTED IS MORE ing around melancholically pondering existence, waiting for her muse to whisper revelation into COMPELLING THAN A POOR CONCEPT WELL her ear. Unfortunately (or fortunately), profes- EXECUTED. IF I’M FORCED TO CHOOSE BETWEEN sional creators rarely have such luxury. My mother, Claire Cloninger, is a writer and lyricist CRAFTY DESIGN EXECUTION AND CLEVER DESIGN with several books and hit songs to her credit. She writes for a living, usually with deadlines CONCEPT, I’LL CHOOSE THE LATTER EVERY TIME.
BASIC CREATIVE WISDOM 35 Overvalue the Conceptual
If I had to give just one piece of advice, this definition, a concept is an abstraction, a meta- would be it. You can’t value the conceptual phor, a simplification of some larger, more com- enough. Modernist architect Mies van der Rohe plex, immaterial theme. As cognitive studies famously said, “God is in the details.” Easy expert Edward de Bono observes, “You need to enough for God, who is able to keep track of use concepts. Concepts are the human mind’s a pretty decent amount of information at any way of simplifying the world around. Warning: given time: concepts, details, and all. But since If you do not use concepts, then you are work- we’re not God, we’d better start off with the ing with detail.” concepts and work our way into the details. Not The Nike logo is a classic example of a sim- that detail and execution are unimportant; it’s ple concept. It looks fast and active, like victory just that they are always subordinate to the being won. It makes you want to say, “swoosh.” concept. It’s been branded so well it doesn’t even need A good concept poorly executed is more accompanying type. What could be simpler compelling than a poor concept well executed. than that? Absolut Vodka’s branding campaign. Of course, the ultimate goal is an amazing con- For goodness sake, Absolut branded the shape cept immaculately executed. But if I’m forced of a freaking bottle! How clever is that? Remove to choose between crafty design execution all the markings from the bottle and you still and clever design concept, I’ll choose the latter recognize it. Because the logo is so primordial every time. The market agrees with me. Who and flexible (while still being distinctive), it can makes more money—the marketing executive be applied almost limitlessly in Absolut’s adver- who comes up with the advertising concept or tising campaigns. The designers have made the the junior designer who executes the concept? bottle shape out of taxicabs and even water in Again, it need not be an either-or situation. a canal. Such is the power of a strong, simple There is room for creativity at all phases of the concept. design process. But skip creativity in the con- This classic Bic pen advertisement is all ceptual phase, and the rest of the project will concept. Granted, it is implemented well. The be like gilding a turd. white ground with just a hint of dimensional- ity added by the pen’s shadow creates intrigue and draws us into an otherwise flat space. The A Good Concept Doesn’t execution of the infinity symbol is not so sloppy Have to Be Complicated that it detracts from the punch line of the concept, yet still sloppy enough to look hand In graphic design, the best concepts are rarely drawn. We are meant to think that a person complicated because there is only so much just recently drew this symbol and set the pen complexity you can inject into a billboard or a down. A great expanse of time is evoked in this Web site without overwhelming the viewer. By otherwise static, nonsequential image. Even if
36 HOT-WIRING YOUR CREATIVE PROCESS In this Bic pen advertisement, the simplicity of the design foregrounds the genius of the concept.
BASIC CREATIVE WISDOM 37 Paula Scher’s Citi logo is deceptively ingenious in its simplicity. The best design solutions often seem effortless, but they rarely are.
this ad had been executed in a less aestheti- drew the almost alarmingly bold, austere cal- cally pleasing manner, it would still work, based ligraphy of the first line. Emery Walker designed on the strength of the concept alone. the handsome body type, inspired by a clas- Finally, consider Paula Scher’s design for the sic fifteenth-century Nicolas Jenson typeface. Citibank logo. Citicorp bank and Travelers Group Doves Press partners Walker and T. J. Cobden- insurance had merged, and their new logo Sanderson arrived at the balanced layout and needed to combine aspects of each of their pre- meticulous letter spacing. Shunning the Arts vious identities—the letters “citi” and the red & Crafts ornamentation of the era, Doves Press Travelers Group umbrella—in a way that didn’t pioneered a minimalist approach free of fig- seem like a logo train wreck. Not an easy task, ures and ornaments. The glory of this page is but Scher arrived at a simple conceptual solu- the unity and balance of all its elements: the tion to a complicated design challenge. The dots proportional margins, the even texture of the of the i’s became endpoints for an umbrella type, the structural symmetry between the hood, and the “t” looks like an umbrella han- calligraphic letters and the letterpress letters. dle. The solution is obvious enough now, but What is the central concept that unifies this nobody saw it until she showed it to us. approach? The contents of the text itself. This is an account of the beginning of time, space, and existence as we know it. The design is fittingly A Good Concept Focuses potent and confident. In the beginning was the and Drives Good Design word, and the Doves Press Bible subordinates every other element to it. A good concept acts as a sensible anchor, a touchstone that unifies and directs every other design decision. A good concept can give the project a unified narrative voice. Every aspect of the design—image, type, grid, proportion, copy, illustration—should contribute to the overall tone. Even if it involves a large team of design- ers, the whole project should feel as if only one person is speaking—the voice of the project. Such unity is impossible with a vague central concept, or no central concept at all. The first page of Genesis in the Doves Press T. J. Cobden-Sanderson and Emery Walker: page from Doves Press Bible (1903). The confidence of the Bible is a famous example of multiple design Genesis creation account is the central concept that elements pulling in the same conceptual direc- unifies the various elements—type, texture, calligraphy, tion to form a unified whole. Edward Johnston color, and space—of this remarkable design.
38 HOT-WIRING YOUR CREATIVE PROCESS BASIC CREATIVE WISDOM 39 A Good Concept Bridges the Gap
A good concept is rooted in and derived from the identified themes of the project. It acts as a bridge between predesign research and design execution. The transition between prose theme and visual concept is one of the most crucial A classic case of “too many cooks spoil the broth.” In phases of the creative process. It’s easy enough this case, it appears that the cooks also have Attention to distill key themes from your predesign Deficit Disorder and are on hallucinogens. research. You start with objective prose and you end with subjective prose, but you’re still moving in the realm of prose. Likewise it’s easy enough to take a visual concept and develop Compare that masterpiece to any of the it into a refined design. You start with sketchy thousands of pitifully designed, 1988-era Web design and you end with polished design, but sites with no conceptual direction whatsoever, you’re still moving in the realm of design. The and the disconnect can be physically nauseat- magic, the challenge, the work, the “art” of a ing. A clear, clever, appropriate concept acts conceptual designer is to bridge that dividing like a central hat rack on which to hang all the line between prose and visual communica- design elements so that they aren’t scattered tion. In so doing, you literally “materialize” the about the room in a jumbled mess. abstract themes, giving them form and sub- The concept needs to drive the design phase stance in the realm of visual (and sometimes at every turn. If you skip the conceptual step physical) space. We’ll discuss this further in the and rush headlong into specific decisions about “Exploratory Sketching” section of Chapter 3. layout, typography, color, and imagery, you will be dealing with merely the sheen and surface of visual communication. This is graphic design A Good Concept Is Dense as cake decorating. Such design reads like a play without a plot. Even an absurdist play In addition to materializing prose themes, you like Waiting for Godot still has a plot (two guys are “densifying” them: making them denser. For wait for a third guy who never shows),which is example, identity designers take the complex, based on a theme (life is absurd). Can meaning- expansive personality of an entire company ful dialogue truly exist apart from a plot that and condense it into a single logo. Great logos drives and anchors it? Can meaningful design are dense. They pack a punch. They take a lot of truly exist apart from a concept that drives and thematic information and deliver it in one con- anchors it? cise, terse, conceptual mark. Pow!
40 HOT-WIRING YOUR CREATIVE PROCESS A STRONG VISUAL CONCEPT HAS IMPACT AND PUNCH THAT A PROSE ESSAY
SIMPLY CANNOT. WHICH IS MORE DRAMATIC: A THOUSAND-WORD ESSAY ON THE
HORRORS OF WAR OR A POWERFULLY CONCEPTUALIZED ANTIWAR POSTER?
In this sense, designers are again like come- dians. What makes a comedian’s punch line cathartic and exhilarating is not just that it’s funny. A punch line works because it lands on you all at once in one clever, terse, provocative, dense phrase. Laughter is simply the natural result of a dense punch line decompressing itself in your mind. The more a punch line sneaks up on you and takes you by surprise, the more likely you are to involuntarily laugh out loud. A sunset view is much more breathtaking when you emerge from the woods and come upon it all at once. Winning a boxing match in 13 rounds by a split decision is not as dramati- cally decisive as winning in an instant with a knockout punch. The revelation in a whodunit movie is best delivered with a sudden pointing of the accusatory finger, a dramatic swelling of the soundtrack, and a tight zoom in on the wide-eyed face of the accused, furtively looking around the room for some means of escape. In Psycho, when we discover that Norman Bates’ mother is no longer living as we had supposed, it is all the more disturbing because Hitchcock reveals it to us in a compact visual instant—a rotting corpse in an attic rocking chair. We are then left to decompress the ramifications of this dense revelation in horrific aftershock. Seymour Chwast’s War Is Madness poster is worth a Density is the picture that’s worth a thou- thousand words and then some. Adding supplementary words to it would dissipate its impact. sand words. A strong visual concept has impact and punch that a prose essay simply cannot. Which is more dramatic: a thousand-word essay on the horrors of war or a powerfully con- ceptualized antiwar poster?
BASIC CREATIVE WISDOM 41 A Great Concept Requires aesthetic love for X-Acto knives and rubber Sketching Time cement. Pencil and paper are simply the right tools for visual conceptualizing at an early Why do so many designers rush through the stage for a number of reasons: concept step? Perhaps this is because most of the conceptualizing involves sketching and They are less mediated. You can just grab doodling, neither of which adults take very seri- them and push them around without having ously. Words? Yes, they are very serious and to shift-right-click or locate the pulldown businesslike. Photoshop histogram levels and menu. Software adds an extra level of objec- Illustrator Bézier curves? Yes, they are all very tive technical interference between you and technical and professional. But just sketching your intuitive, subjective conceptualizing. and doodling with pencil and paper? It some- how doesn’t seem like you can justify billing a The area of your paper can be physically client for that. expanded and viewed simultaneously. (We’ll The goal of sketching is freedom and explo- talk more about this in the “Exploratory ration, so it is actually counterproductive to Sketching” section of Chapter 3.) focus on precise draftsmanship and logical progression. The goal is not the artistic quality Most importantly, pencil and paper focus of the sketches themselves, but the concepts you on the underlying visual concept and that they tease out and develop. Sketch loosely. keep you from jumping ahead to the surface That’s why it’s called “sketching“—it’s sketchy. sheen. Pencil and paper force you to codify You’re trying to stay conceptual without getting your concept in design space prior to devel- too specific. The less specific your sketches, the oping it fully. more interpretations they will yield when you develop them in detail later on. Conceptual sketching is necessarily different What’s wrong with getting too specific too for different design disciplines. For video, con- early? Why not “sketch” in Photoshop? Aren’t ceptual sketching looks like rough plot outlines pencil and paper antiquated and overrated? and loose storyboarding. For a poster, the con- I’m not suggesting you use pencil and paper cept sketches resemble the final poster in form because they are nostalgic or “pure.” I’m not and layout but lack illustrative details, photog- one of those designers who has some great raphy, color, and refined typography. For Web
IF YOUR VISUAL CONCEPT CAN STAND ON ITS OWN WITHOUT COLOR, DIGITAL TYPE,
AND SPECIAL EFFECTS, YOU KNOW YOU’VE GOT A STRONG CONCEPT.
42 HOT-WIRING YOUR CREATIVE PROCESS Visit the “Zone” but Don’t Live There and interactive media, the sketching phase is Some schools of method acting encourage the necessarily less overtly visual and more func- actor to “become” the character. Actors actually tional and metaphorical. You’ve got to address live as their characters in order to gain insight not only look but also feel, hierarchy, and inter- into them. Whether this approach is valuable activity. or indulgent depends on whom you ask. Either There are other analog ways to sketch way, even method actors have to translate the besides with pencil and paper. You can sketch insights they’ve gained into an interpretive, by cutting and pasting newspapers, collag- intentional performance. Likewise, in graphic ing, painting; you can even use crayons. Each design, it is wonderful to get an intuitive feel approach will lead you down a slightly different for the “vibe” of a project, but you can’t stay conceptual path, which is what you want. The personally geared up in this “vibe” for the entire more paths you explore, the more likely you are duration of the project. There are three key to come up with a winning concept. aspects of the project you want to understand: You can always explore conceptual paths the product you are selling, the company you in your mind, away from your desk. But if you are representing, and the audience to whom never begin the sketching process, your mental you are speaking. Take some time to visit these conceptualizing is likely to get stuck on the three “zones,” to see things from these three prose side of the prose/design divide. You want perspectives. Do it early on in the creative to conceptualize visually during this phase of process and revisit each zone occasionally the creative process, and sketching kicks that throughout. kind of thinking into gear. There are a slew of technically skilled The product zone: “Be the ball,” so to speak. graphic designers who have mastered grid Assign the product motivations and charac- systems, typography, and the fundamental teristics, as if it were a person. Pretend you principles of modernist design. But if that’s are the product. What’s your motivation? all you have, you will only be able to take your design so far. At some point, you will run into the dreaded wall of stylistic formalism. Ultimately graphic design is about visual com- munication, and communication is about the IF YOU NEVER BEGIN THE SKETCHING transference of ideas. To transfer ideas visually, PROCESS, YOUR MENTAL CONCEPTUALIZING you have to use concepts. As you begin to over- value the conceptual, you will become a more IS LIKELY TO GET STUCK ON THE PROSE holistic designer, and your work will improve exponentially. SIDE OF THE PROSE/DESIGN DIVIDE.
BASIC CREATIVE WISDOM 43 The client zone: Become the client. What 14-year-old female graphic designer. You are are you hoping will be the result of this ad you, and you function properly surrounded by campaign? What will please you? This is not things that work for you. Perhaps your target a hard one to imagine, since the client has audience listens to a lot of Perry Como. Unless probably filled in all of these blanks himself. Perry Como is your crooner of choice, expos- ing yourself to his unique vocal stylings for an The audience zone: This is by far the most extended period of time is not really simulating important of the three zones. Become your the experience a Perry Como fan has listening audience. In the early research and design to Perry Como. More likely, you are simulating phases, cut out pictures of your target the experience a Perry Como fan has listening audience and put them up around your to Meatloaf. workspace. Listen to the music they like. There is a fourth zone: your own inspired Eat at the restaurants they like. Go to the emotional zone. You may get into this zone by clubs they like (be they country clubs or listening to music that gets you hyped, watch- rave clubs). ing films that recharge your creative batteries, drinking too much coffee, doing push-ups, or At some point, however, you have to drop the whatever. There’s nothing wrong with designing research, become yourself, and actually get from a place of emotion, but you can’t spend back to the task of designing. Let’s say you the entire project operating from that hyped- have to design a magazine advertisement for up zone. At some point you have to reenter a teen girls’ jeans. Your research indicates that calm, analytical space. As fictitious golf leg- your target demographic is listening to Britney end “Chubbs” Peterson advises Happy in Adam Spears that year. Unless I’ve grossly misjudged Sandler’s film Happy Gilmore, “[Golf] isn’t hockey. my readership, your work probably won’t bene- You don’t play with raw emotion.” Much as it fit from listening to Britney Spears for weeks on pains me to admit it, graphic design is probably end. Too much role-playing eventually becomes more like golf than hockey. Or maybe it’s some- counterproductive. You want to get into the where in between. heads of your audience to see things from their Sculptor Gustav Rodin was asked, “What is perspective, but you don’t want to “become” a the creative process from its beginning?” He
TOO OFTEN THE EXECUTION PHASE OF THE CREATIVE PROCESS BECOMES A
ROTE CHORE. THAT MIGHT BE THE PERFECT TIME TO REVISIT YOUR ORIGINAL
INSPIRATION AND LET IT ENLIVEN AND REILLUMINATE THE PROJECT.
44 HOT-WIRING YOUR CREATIVE PROCESS replied, “First, I have an intense feeling which slowly becomes more concrete and asks me to give it a solid shape. Then I begin to plan and design. Finally, when it comes to execution, I again abandon myself to the feeling, which may prompt me to modify the plan.” This seems like wise advice for designers as well. Too often the execution phase of the creative process becomes a rote chore. That might be the perfect time to revisit your original inspiration and let it enliven and reilluminate the project. In his classic Graphic Design Manual, designer and educator Armin Hofmann writes of the balance between emotion and intellect: “There should be no separation between spontaneous work with an emotional tone and work directed by the intellect. Both are supplementary to each other and must be regarded as intimately con- nected. Discipline and freedom are thus to be seen as elements of equal weight, each partak- ing of the other.” The more adept you become at toggling back and forth between emotion and intellect, the more integrated and humanized your design work will be. If that means a playlist with half White Stripes and half Brian Eno, so be it. You may even want to mix some Perry Como in there too.
BASIC CREATIVE WISDOM 45 MECHANIZE SOMETHING IDIOSYNCRATIC.
—BRIAN ENO AND PETER SCHMIDT
46 HOT-WIRING YOUR CREATIVE PROCESS 3 FOUR WAYS TO BYPASS INERTIA
Advocates of the creative process often Design is similar. As you work the cre- present it as an all-in-one solution to ative process, you’re bound to get stuck every design problem in the universe. at various stages. When you come to a And it is, kind of. But that is also very standstill, unsure how to proceed, advo- misleading. To continue milking the cates of the creative process advise, “Just golf analogy of the previous chapter, it’s keep working the process.” That’s fi ne a bit like saying, “The key to great golf advice in theory, but what does it mean is to hit your ball in the hole in as few practically? Say you’re staring at a blank strokes as possible.” True, but along sheet of paper wondering how to turn the way you have to use various shots, your creative brief into a fi nished design. stances, clubs, and who knows what The next step in the process is “sketch- else? (I’m not much of a golfer.) ing.” But nothing is coming to mind, and the knowledge that you’re supposed to be working the “sketching” step of the process doesn’t solve your problem.
47 Exploratory Sketching
In this chapter, we’ll examine four methods you Exploratory sketching is sketching for yourself to can employ at various stages of the process to generate ideas. It is entirely different from rep- get “unstuck” and bypass the mire of indecision, resentational drawing, which is drawing to com- stagnation, and inertia. One method, explor- municate your ideas to someone else. Yet many atory sketching, is for the “blank page” step graphic designers function as if representational at the beginning of the design phase. Another drawing were the only kind of sketching. We method, time-limited designing, can occur at know that we have to show our client a mock- various stages throughout the design phase. It’s up, a form of representational drawing. So we best to use scope plumbing if you’re stuck at begin our design phase by sketching thumbnails the very beginning of the development phase. of what the mock-up might look like; then we And oblique strategizing can be used through- refi ne them into polished mock-ups, and we feel out the entire process, from predesign to imple- we have properly worked the design phase. But mentation. If the creative process is a machine, such practice completely skips the important then these methods grease the machine, mov- step of exploratory sketching. ing it forward toward a fi nal design solution. In exploratory sketching, you are talking to yourself visually, jotting down ideas with images instead of words. You won’t ever show these sketches to your client. Most of them will never fi guratively appear in your fi nal mock- up. Exploratory sketching has more to do with thinking than it does with art or graphic design. It is “visual thinking,” to use art psychologist Rudolf Arnheim’s term. You are free to draw things that don’t mean anything to anyone but you. You are free to explore dead-ends and abandon them without any obligation to tie them up. You are simply EXPLORATORY SKETCHING IS SKETCHING IN exploring the nature of the problem as you cur- rently understand it. You are sketching in order ORDER TO EXTEND YOUR OWN THINKING to extend your own thinking on the matter. You are not drawing to communicate a well-formed ON THE MATTER. YOU ARE NOT DRAWING idea. You don’t yet have a well-formed idea. You TO COMMUNICATE A WELL-FORMED IDEA. are drawing in order to tease out ideas. Engineers, inventors, and even mathema- YOU DON’T YET HAVE A WELL-FORMED IDEA. ticians use exploratory sketching in their
48 HOT-WIRING YOUR CREATIVE PROCESS research as a form of visual thinking, with little abstract visuals without having to abruptly and diffi culty and to great benefi t. Why, then, is it awkwardly jump directly from representational so diffi cult for graphic designers to sketch this prose to representational visuals. way? One reason is that our fi nal output is also But why sketch at all? Why not just conceive visual, and the two kinds of visual language get visual solutions in our minds? Sketching, draw- confused in our minds. It is diffi cult for us to ing, modeling—what McKim calls “externalized disassociate our exploratory sketches from our thinking”—has several advantages over “inter- fi nal output because we are always thinking nalized thinking,” or seeing the solution in your ahead, trying to shortcut a solution to the fi nal mind. One is that it releases you from having to representational design. keep so many images in your mind simultane- Thumbnail sketching, for example, does not ously. When you sketch, you empty your mind, count as exploratory sketching. Thumbnailing storing its contents in a physical form and free- and storyboarding are looser, prototypical forms ing it up to conceive other ideas. of representational sketching; they are still Another advantage of externalized thinking drawn with the fi nal mock-up overtly in mind. is that it encourages contemplation and analy- In thumbnailing, you keep in mind the propor- sis. With internalized thinking, you must use tions of the fi nal space—the composition and your mind to do two things—store an image layout. Thumbnailing doesn’t help you generate and analyze it. But when you put an image on concepts or ideas; it simply leads you toward paper, you can use your full mind to contem- a representational mock-up. It is less like free- plate it, without having to visualize it internally. form visual exploration and more like an early It’s much easier. The medium of pen and paper stage of representational visual communication. becomes an extension of your mind. Once you In his wonderful book Experiences in Visual sketch several things, you can begin group- Thinking, engineer and educator Robert McKim ing them and then analyzing them spatially— likens exploratory sketching to an idea factory. something you would be hard-pressed to do if It’s not a full-blown graphic design factory. It they were all in your mind. doesn’t supply fi nished representational solu- Finally, sketching is advantageous because tions but simply processes ideas in the visual it allows for happy accidents. In the process of realm. drawing something, you may accidentally dis- As long as we are still dealing with ideas, cover something else. Such accidental discovery then why not keep using prose? Because at is much less likely to happen by keeping the some point, your project is going to have visual ideas inside your mind. to transition from words to visual space. The following guidelines for exploratory Exploratory sketching is a sensible way to sketching will lead you through the entire gradually transition from abstract words to process.
FOUR WAYS TO BYPASS INERTIA 49 Preparation: Purge pad for exploratory sketching. New media designer Hillman Curtis suggests a process How do you prepare your mind for this type of called “targeting the theme.” After you’ve sketching? One school of thought says that your researched the project, write down ten words fi rst idea is probably your best idea; another or phrases that best sum up the theme of the says it’s probably your worst. Those who say project. They can be words like “benefi cial” or you should trust your fi rst instinct are optimis- phrases like “happy go lucky.” Then draw a tic about the human spirit. Those who say you three-ringed target and put one word from your should doubt your fi rst instinct have probably list in the center, one in the second ring, and taught freshman design students. Having seen a third in the outer ring. Just like a pop music my share of similar fi rst-try solutions to simi- lyric, a design project should only be about one lar design problems over the years, I tend to theme. The secondary and tertiary themes shed believe that your fi rst idea is probably not your light on the primary theme, but many themes strongest. If it fell right into your lap, it probably are too divergent. fell into everybody else’s lap too. Building on Curtis’s concept, you can begin If you agree with this logic, you’ll want to exploratory sketching by riffi ng off of these purge your mind of obvious solutions before three words or phrases. As you “visually think” you start. Simply write down the fi rst few ideas them, sketch loosely and abstractly—fi gures, that immediately come to mind and set them shapes, diagrams, connections. At this stage, aside. If they are actually brilliant and much feel free to mix words and images. Just make better than your subsequent ideas, you can sure that you are not putting down all words. always return to them later. After you’ve sketched a while from your three key words, try paraphrasing them to gen- erate a new direction. For example, “happy go Launch from Words lucky” and “carefree” mean almost the same thing, but each phrase has subtle nuances Our job as graphic designers is to take the that can lead down very different visual paths. technical, specialized language of various busi- “Happy go lucky” may suggest a smile, a four- nesses and translate it into design. The creative leaf clover, a cartwheel, or a dance, whereas design process is the gradual translation of “carefree” may suggest sleeping, relaxing, fl oat- stated goals into visual solutions. We shouldn’t ing, burdens falling away. Change the phrase leap directly from creative brief to fi nished to “devil may care” and head down an entirely design. different path. Get out a thesaurus and explore The fi rst step is to translate the language synonyms. Translate your key words into slang of the business memo into more sensory and phrases and colloquialisms. Slang is usually poetic language that can serve as a launching much richer with visual overtones.
50 HOT-WIRING YOUR CREATIVE PROCESS One of my students was designing a T-shirt turning your original ten words into adjectives. for a local music club. He targeted the three Then come up with ten nouns derived from themes “sex,” “drugs,” and “rock and roll,” in these adjectives. For instance, if the adjective that order of importance. I thought he was just is “playful,” you might choose the noun “chil- being fl ippant, but he justifi ed his decision by dren.” If another adjective is “solid,” you might saying that the club was well known for its choose the noun “tank.” Once you’ve come up music (rock and roll), but not known as a place with ten corresponding nouns, mix and match to have a beer (drugs) and socialize (sex). In the original adjectives with the new nouns, and rebranding the club, he wanted to somehow launch an exploratory-sketching session from reverse this order of audience perception. The each pair. You may wind up with a sketch- cliché key words he chose actually became a ing run that launches from the idea of playful useful way to approach the design problem. tanks and another that launches from the idea Exploratory sketching that begins with “sex, of solid children. The goal of this recombinatory drugs, and rock and roll” will probably be more text exercise is to spark promising combina- interesting than exploratory sketching that tions that may not occur to you otherwise. begins with “music, beer, and socializing.” Then Another launch strategy is proposed by again, maybe not. Explore both. cognitive studies expert Edward de Bono in If you think all this sounds like a bunch of his famous thinking course. (De Bono dares to marketers brainstorming a new tagline, you’re suggest that thinking is actually a teachable missing the point. The phrases are merely skill.) Simply launch from any random noun. points of departure for exploratory sketch- Open a dictionary to any page and scan down ing. The phrases may seem ridiculous. The until you come to the fi rst noun. Then launch sketches themselves may seem ridiculous. But your exploratory sketch from it, keeping the you can evaluate them critically later. In this goals of your project in mind as you do. Let’s step, you are simply exploring where your tar- say your design problem is how to make a hair- geted themes lead visually. The more freely you spray product seem fresh and invigorating, and explore, the more raw material you give your- the fi rst noun you come to is “cactus.” In this self to work with later. sketching “experiment,” you’re trying to explore You can also remix your thematic key words what a cactus has to do with your invigorating for a new exploratory-sketching launch by hairspray (an admitted challenge). Everything is
AFTER YOU’VE SKETCHED A WHILE FROM THREE KEY WORDS, TRY PARAPHRASING THEM TO
GENERATE A NEW DIRECTION. TRANSLATE THEM INTO SLANG PHRASES AND COLLOQUIALISMS.
FOUR WAYS TO BYPASS INERTIA 51 DON’T USE THE COMPUTER FOR EXPLORATORY SKETCHING. THERE IS TOO MUCH OF AN
INTERFACE BARRIER BETWEEN YOUR HEAD, YOUR HAND, AND THE DIGITAL IMAGE THAT RESULTS.
related to everything else in some way. Starting than deep. Come up with several possible solu- from “cactus,” try to “sketch your way home” tions to a given problem before fi xing on one to your original design problem. Your design and developing it “vertically” into a fi nished problem is the control; your random word is design. The obvious advantage of lateral think- the variable. It doesn’t matter what random ing is that it lets you compare the merits of word you choose—it will always connect to your various solutions before committing to one. A design problem in some way, providing a back- less obvious advantage is that it allows you to door into it. This approach may seem bizarre, synthesize multiple solutions into an even bet- but it can yield original results. Always starting ter solution. A third advantage is that one idea with and ending with the problem can put you can lead to another. When you sketch laterally, in a mental closed circuit. The random noun you don’t have a specifi c agenda for where your strategy pulls random aspects of existence into sketching explorations should lead. The whole dialogue with your problem—aspects that can sketching process is eventually heading toward invigorate your understanding of the problem order and synthesis, but sometimes the chaos and your current approach to it. of a system must increase before it can realize Along the same lines, graphic design inno- its ideal state of balance. So don’t be afraid to vator Stefan Sagmeister sometimes thumbs “get on out there” with your sketches—break the through his old sketchbooks looking for previ- rules, be outlandish, reach, drift. Later in the ous ideas that he can apply to a current project. process, when the time does comes to evaluate, His reasoning is similar to de Bono’s: When an it will be much easier to reel in crazy ideas than idea comes from completely beyond the param- to extend tame/lame/safe ideas. eters of a current project, it can spark a novel The danger of a too-loose approach is that and interesting approach. In Sagmeister’s strat- you will fall into rote and unfruitful sketching egy, as in de Bono’s, no matter where you begin ruts. If you fi nd your mind regularly wander- your exploratory sketching, you can usually ing toward pineapples, Hawaii, and hula skirts, relate it to your current project, and often with recognize this as a dead-end and nip it in the refreshing results. bud. To keep these ruts from forming, stay grounded in the goals of the project. Keep them always in the back of your mind. This requires Sketch Laterally balance. Too much conscious focus on the prob- (But Stay Grounded) lem at hand defeats the exploratory purpose of sketching. No focus at all on the problem at Edward de Bono famously coined the now hand can lead to repetitive forays into your own ubiquitous phrase “lateral thinking.” It basically idiosyncratic unconscious fi xations. Such forays means: Don’t fi x on a single solution too soon. may be psychologically therapeutic for you, but Early in your design phase, explore wide rather they won’t do your client much good.
52 HOT-WIRING YOUR CREATIVE PROCESS Sketch with Intuitive Tools words, the nature of your materials has a bear- ing on the way you approach your sketching, The specifi c tools you use for sketching are a both formally and psychologically. matter of personal preference. The goal is to I enjoy sketching with a wonderful Chinese choose tools that are intuitive to you, tools that calligraphy brush that was a gift from a col- don’t place a technical barrier between your league whose father is a renowned calligraphy thinking and your sketching. Don’t use the artist. The brush radically alters my approach to computer for exploratory sketching. Even with sketching, making my line—and my thinking— a responsive pen pad, there is currently too very fl uid and abstract. A calligraphy teaching much of an interface barrier between your head, says, “Emancipation of mind and freedom of your hand, and the digital image that results. Focusing on pressure settings and keystroke shortcuts interferes with the kind of spatial, intuitive thinking that exploratory sketching Suggested Sketching seeks to promote. Materials Whatever materials you use, they should be as cheap as reasonably possible. Choose For Drawing With: inexpensive newsprint over heavy watercolor Fine-point black fi ber-tip pen paper. Choose good, serviceable pens but not Medium black ballpoint pen top-of-the-line pens. You are going for quantity, Three nylon-tip pens in grayscale range not masterpiece quality. Think of your materi- Three felt-tip markers in grayscale range als as practical and disposable—simply tools to Black charcoal stick get the sketching job done. Perhaps you have No. 2 pencil a fetish for exquisite art supplies. Get over it Pink Pearl eraser when it comes to this kind of sketching. Unless Three prismacolor pencils in your choice you are phenomenally wealthy, expensive of colors materials inhibit risk-taking in exploratory For Drawing On: sketching. Try out a variety of pens and pencils to see 5" x 8" moleskin notebook with plain pages which ones suit you best. A nylon-tip art pen 18" x 24" newsprint pad draws a more painterly, less exact line than a Roll of newsprint or shelf paper (18" or fi ne-point fi ber-tip pen. A charcoal stick feels however wide you can get it) different in your hand than a No. 2 pencil and Roll of tracing paper (however wide you will result in a more loosely drawn line. In other can get it)
FOUR WAYS TO BYPASS INERTIA 53 Designer Michal Levy’s sketches for the identity of Open graphic design studio, and the fi nal identity applied to business cards. Color should be sketched in conjunction with form whenever color is integral to the overall design direction.
54 HOT-WIRING YOUR CREATIVE PROCESS gesture are in effect identical.” And freedom early stage. As with every rule, there are excep- of gesture is greatly infl uenced by the tools you tions. Use of color is applicable in exploratory use. You could launch the same exploratory- sketching when color is integral to the concept sketching exercise using different drawing you are exploring. Even then, you want to use media and arrive at radically different results. color as an abstract, indicative element, and Tracing paper and prismacolor pencils come not fuss over precise Pantone values or even into play during the evaluation and integra- specifi c hues. tion stage, which will be discussed later in this A moleskin notebook is useful for portable chapter. As a general rule, don’t use color in and perpetual sketching, which will also be your initial exploratory sketches. It introduces discussed later. A large roll of newsprint is for a level of detail that is too specifi c for this spatial sketching.
FOUR WAYS TO BYPASS INERTIA 55 Sketch Spatially Sketch Fast and Continuously
Rather than sketching sequentially, page by Limit your exploratory-sketching runs to any- page in a notebook, do your exploratory sketch- where between 5 and 15 minutes. This will ing on large rolls of newsprint. This allows you focus you and keep you attentive as you sketch. to think spatially rather than linearly. Ideas are It will also remove the pressure of having to able to branch, loop backward, and continue come up with a good idea. As you sketch, don’t forward in a holistic fashion. During a single think of yourself as a creator, an ingenious sketching run, you will have immediate visual problem solver, or even a great drawer. Those access to all that has gone before, and you will roles place an undue burden on you to come up be able to draw inferences and see connections with something immediately clever. They tempt on the fl y—something you couldn’t do fl ipping you to shortcut the exploratory process. back and forth through pages of a notebook. Instead, think of yourself as an explorer. You Linguistic thinking tends to be linear are striving for many different ideas; you are because spoken language proceeds linearly, one not striving for quality. Don’t stop to assess the word after another. Writing refl ects this linear- quality of your ideas. Sketch quickly and keep ity. Words start at the top-left corner of the sketching until your time is up. page and march in sequential rows toward the bottom-right corner of the page. But sketching need not be that way; it is inherently spatial Transition Between Abstract and nonlinear. Sketching on scrolls is a fl uid and Concrete Sketching way to explore ideas. It allows unorthodox juxtapositions that can lead to more inventive In your exploratory sketching, feel free to use solutions. abstract forms. Much more than photogra- phers or even illustrators, graphic designers are allowed to venture into the realm of pure abstraction. Abstract lines, shapes, and pat- terns are particularly appropriate in explor- atory sketching when your ultimate goal is something iconic like a logo. It may feel like doodling, but that’s fi ne as long as you’re doo- dling with the goals of the project in the back of THINK FORWARD. DON’T EVALUATE IN your mind. TERMS OF WHAT WORKS NOW, BUT IN Conversely, don’t shy away from the desire to draw more concretely, as long as such TERMS OF WHAT MIGHT LEAD SOMEWHERE. concrete representation is useful in visually
56 HOT-WIRING YOUR CREATIVE PROCESS exploring your ideas. Transition between number. You don’t want to sketch forever and concrete and abstract sketching as needed. do fi fty 15-minute sketching runs before inte- Different drawing modes result in different grating them, but this is rarely the problem. The kinds of exploration and enforce different kinds temptation is to complete two or three 5-min- of thinking. ute sketching runs and then jump straight into evaluation and integration. Once you have enough raw sketching to Sketch Perpetually evaluate and integrate, it’s time to switch thinking modes. You are no longer exploring, Regardless of how good your drawing skills are, sketching anything that comes to mind. You you can always improve them. The better your are now evaluating, reeling things back in, and drawing skills, the more effective you will be at synthesizing them. You are not evaluating exploratory sketching. I keep a Moleskin sketch- the aesthetic quality of the sketches—you are book (5 by 8 inches) of guided drawing exercises, evaluating the potential usefulness of the forms and I try to do one a day. and ideas they represent. And you are looking In his book Conceptual Blockbusting, engineer for forms and ideas that can be combined in and educator James Adams suggests another interesting ways. way to improve your improvisational sketch- ing skills. Carry a pocket sketchbook with you PHYSICAL LOGISTICS OF everywhere. Instead of explaining your ideas EVALUATION AND INTEGRATION and thoughts verbally (to coworkers, your What does evaluation and integration literally spouse, your kids), practice explaining your look like? How do you do it? First, tack or tape ideas by sketching them. You are allowed to all your scrolls onto a wall next to each other. use words but only in conjunction with your Then cut up your scrolls into smaller pieces sketches. This exercise will eventually drive and rearrange them based on any number of your friends and loved ones insane, so you may criteria—complexity, conceptual meaning, for- want to practice it for limited periods of time. mal similarity, ways in which they relate to the design problem. You are looking to make con- nections between the different parts of your Evaluate and Integrate sketches. As you rearrange things, make notes on the Once you have completed several exploratory- sketches. Use a colored pencil to distinguish sketching runs, it’s time to tack them up next to your new notes from your original black and each other, step back, and begin evaluating and grayscale notes. If a single sketch fi ts into mul- integrating them. How many runs should you tiple categories, simply copy it on tracing paper complete before this step? There is no magic or a Xerox machine and distribute the copies.
FOUR WAYS TO BYPASS INERTIA 57 Use other colors to indicate additional lay- Irrationally: according to your intuitive feel- ers of meaningful relationship. One color might ings, not a rational scheme. highlight similar forms, another might highlight your best ideas, and a third might highlight Randomly: according to chance. Shuffl e ideas that challenge your original understand- a bunch of your sketch sections and deal ing of the design problem. them out randomly into groups. To discover and create meaningful relation- ships, try the following tips: Once you have evaluated and grouped your sketches, it’s time to integrate them. You are Squint and look for similar patterns. trying to come up with synergies—combina- tions that are more than merely the sum of Return to words and let them help. Choose their parts. a promising sketch section and write down Roukes suggests several “synectic trigger adjectives that describe it. Then scan the mechanisms,” or ways of integrating disparate rest of your sketches for sections that those source material in hopes of triggering inter- adjectives also describe. esting results: subtract, repeat, combine, add, transfer, empathize, animate, superimpose, Categorize the objects you’ve sketched change scale, substitute, fragment, isolate, dis- based on real world criteria. Size, shape, tort, disguise, contradict, parody, prevaricate, weight, hardness, speed, man-made, organic, analogize, hybridize, metamorphose, symbolize, pretty, ugly, common, rare—the list is mythologize, fantasize. endless. Some of these trigger mechanisms are mechanical. For instance, merely rescaling “Synectics”—the brainchild of design consul- a sketch and superimposing it onto another tants William J.J. Gordon and George Prince—is sketch can yield suggestive results. Others are a formal method of bringing diverse elements more conceptual. Hybridizing a sketch of color into harmony. In his book Design Synectics, bars and traffi c signs, for example, might lead design educator Nicholas Roukes suggests sev- to the idea of replacing all traffi c sign symbols eral other ways to group things based on synec- with abstract color bars. tic principles: A related list of trigger mechanisms is called SCAMPERR, an acronym coined by cre- Functionally: according to what they do. ative-thinking educator Bob Eberle. SCAMPERR stands for: substitute/simplify, combine, adapt, Structurally: according to how they are built. modify/magnify, put to other uses, eliminate, rearrange/reverse. Kinetically: according to how they move.
58 HOT-WIRING YOUR CREATIVE PROCESS Michal Levy’s posters for Open graphic design studio. The posters hybridize the studio’s bold identity colors with the urban landscape, symbolizing Open’s goal of broad reform through quality design.
FOUR WAYS TO BYPASS INERTIA 59 SCAMPERR and synectic trigger mecha- information known by you and your client at nisms are just tools to get you going. You’ll also that time. You then try to solve the problem develop your own methods of integration. as you understand it. At the same time, your exploratory sketching may unearth aspects of CONCEPTUAL GOALS OF the problem you hadn’t thought about before. EVALUATION AND INTEGRATION Don’t be afraid to reformulate the problem, to What are you trying to achieve in the evalua- widen the scope of the project, to establish new tion/integration phase? You are gearing up for a goals, and to change your perspective on the second round of exploratory sketching. You are project. Just make sure your client agrees with trying to amass interesting, provocative, and your reassessment. relevant starting points that will lead to even One of the goals of exploratory sketching more fruitful sketching explorations. With this is simply to better understand the nature of goal in mind, the following approaches to eval- the project. Frequently the problem posed uation and integration are crucial: in the creative brief is too narrow and rigorous Look for raw potential, not fi nished perfection. in its scope and formulation. Or it may be too You’re not trying to shred these sketches and broad and vague. If you simply seek to solve dismiss them completely. That would produce the problem as stated, you may miss solving the nothing. You’re trying to identify the potentially problem that actually exists. useful elements, reassemble them, and riff off them. Think forward. Don’t evaluate in terms of what works now, but in terms of what might Iterate lead somewhere. Several future directions will usually reveal themselves if you are looking Once you have evaluated and integrated your from a positive critical perspective. fi rst round of raw sketches, begin a second Look for things that can be combined. The round of exploratory sketching based on writer of Ecclesiastes famously asserts, “There insights you have gained. Once this second is nothing new under the sun.” What is new is round of sketching is complete, begin a second fi nding connections between things that previ- round of evaluation and integration. How many ously had no relationship. Indeed, some cogni- times should you cycle through this process? tive scientists defi ne creativity as nothing more It depends on what kind of results you are get- than the process of combining ordinary things ting. You don’t want to stop too soon while good in novel and transformative ways. ideas are still surfacing, but you don’t want to Allow your results to redefi ne your understand- continue until you’ve run the project into the ing of the problem. The problem as stated in ground. Two times through may be enough; fi ve the creative brief is simply a best guess, given times may be too many.
60 HOT-WIRING YOUR CREATIVE PROCESS Time-Limited Designing
Leave some time in between iterations Time-limited designing, a technique developed to chew the cud. Put the project on the back by Stefan Sagmeister, pushes you to transition burner and let it simmer for a while. Give your from creative brief to polished mock-up in a mind time to make its own connections. very limited time, rather than easing into the process gradually. In this sense, it may seem the exact opposite of exploratory sketching. But Mix It Up your goal is not to shortcut the creative process and come up with a fi nished product quickly. As methodically as I’ve described this process, Your goal is to design within extreme con- it can actually be very loose, idiosyncratic, and straints in order to generate unique results. If personal. Don’t feel obliged to proceed cook- you do your best work at the last minute (or, in book fashion. Mix up your approach, experi- this case, 30 minutes to 3 hours), this is a way ment, and observe the results. to simulate the deadline experience without Vary the time of each sketching run. Vary putting your project in actual jeopardy. the number of sketching runs per cycle. For most people, time-limited designing is Vary the number of overall cycles. Try differ- more like a professional growth exercise than ent methods of evaluation and integration. an actual tool for coming up with fi nished work. Try launching your sketches from different But you may discover that your time-limited word combinations. Sketch more abstractly. designs are actually usable. Place your three- Sketch more concretely. Alter your drawing hour mock-up alongside one that took you surface (scroll, notebook, note cards). Alter your much longer to develop, show both to a design drawing tools (brushes, fi nger paints, ripped critic you trust, and ask her which is better. If construction paper, photographic elements). she can’t tell the difference (or if she likes the Subdivide the overall project and explore differ- time-limited design better), you may be onto ent aspects of it in turn. Discover what works something. for you and stick with it. Or better yet, con- An improvisational boldness and bravura stantly adapt and improve your approach. The can enter your design when you are faced with goal is to get to the point where you are consis- strict time limitations. Design becomes less tently able to birth and refi ne a set of intelligent like a problem-solving intellectual exercise and visual ideas. more like a jazz performance. As such, time- limited designing is particularly appropriate for concert posters and CD covers, where the spirit of a performance is visually communicated.
FOUR WAYS TO BYPASS INERTIA 61 Stefan Sagmeister’s famous Cranbrook lecture poster. The letters were carved into his skin by an intern—a vivid way of symbolizing the dark, anxiety-ridden side of the creative process.
Interview: Stefan Sagmeister What are you trying to accomplish by limiting your time? In 2000 Stefan Sagmeister took a year off from his professional design practice to experiment, I’m trying to open up a new channel of idea research, and reconsider his reasons for being generation. a graphic designer. During that time he experi- mented regularly with time-limited designing. I Are you trying to force visual concepts to the asked Stefan about his approach to this practice. surface? Or are you seeking to design in a way that is more intuitive and less concept-driven? A few years ago, you did an exercise in which you would design an entire CD The latter. cover in three hours. Did you ever revise the designs once your time was up? When you design with time limits, have you already interviewed the client? Do On the CD exercise, there were no revisions. The you already have a visual concept in your result was a very fi nished-looking prototype. head? Do you already have source elements (photography, typography) on hand? Where did you get the idea for designing with time limitations? These are very precise questions about a pro- cess that by its very nature is imprecise. I could I was infl uenced by the artist Allen Wechsler. answer “yes” and “no” to all of these questions He is doing all these wonderful pieces based on because all instances have occurred. limitations. I met him at Yale, where we both gave a workshop, and we got along very well. When you’re designing with time limits, do you use software or draw in a sketchbook? Do you still use this time-limited design strategy in your current process? In a sketchbook and using prototypes.
Yes, I do. I use some form of it on most projects. Most of your work strikes me as very If I am looking for an idea, I usually give myself personal. When you use your own body a very short time to work on it—say, 30 minutes. and handwriting, are you acting as a prop This is also to make sure I concentrate. I fi nd it representing every man, or are you representing diffi cult to actually think for hours, but 30 min- every creator, or are you just yourself? utes I can manage.
62 HOT-WIRING YOUR CREATIVE PROCESS FOUR WAYS TO BYPASS INERTIA 63 I only use myself when the project—either a How long does a client usually give talk or an exhibition of our work—wants it. In you to complete a CD package? those instances, my body is just utilized like a product shot. I do think that, with so much We take three months, and most often work a cold fl uff out there, a more personal strategy is good amount of that time. Our complete design legitimate. time on a cover is between 100 and 400 hours.
There is a modernist notion of designers as If you nailed the majority of the design in transparent, voiceless engineers—working behind three hours, would you feel sheepish about the scenes without injecting their personal billing your client for the full amount? “voices” into the mix. For such designers, is time-limited designing still a viable strategy? I have never sold a three-hour design, but I would not feel badly about it. Paula Scher said Not being such a modernist designer myself, I she sketched the Citibank logo during the fi rst have no clue, but I assume the strategy would meeting and had no problems charging them still work. Besides being trendy again, modern- plenty. She says it took her 30 seconds and 30 ism has so many problems right now. Just look years to design it. at the Parisian suburbs.
Does time-limited designing work for projects other than CD covers?
As a generator of ideas and forms, it works on any project. But then, of course, many projects require very time-consuming postproduction work—securing copyrights, editing—which is one of the main reasons I never offer “speed” as a selling point to our clients.
64 HOT-WIRING YOUR CREATIVE PROCESS Scope Plumbing
Scope plumbing is a simple project manage- all your footage, then edit it, then add visual ment strategy that you employ at the very effects, then add the soundtrack. Scope plumb- beginning of the development phase. It boils ing says to fi rst choose a representative 5 sec- down to an equation: breadth + depth = scope. onds of the commercial and take it through the If you know how wide your project is overall entire production phase. and how deep it is at an average point, then you Full-fl edged scope plumbing is not always know its scope. Scope plumbing doesn’t really feasible—say, if you’ve got a single day to shoot get you “unstuck” as much as it prevents you your footage and your location is 400 miles from getting very stuck further down the road. from your studio. But once you have shot all First select a representative segment of your your footage, you can apply a modifi ed version project and develop it until it is completely of scope plumbing even with these limitations. fi nished and ready for release. Note how much Scope plumbing makes sense for complex time this takes and what problems you encoun- projects like corporate identity, book design, ter. Next develop your entire project but only at and large-scale Web site design. It is less help- preproduction depth. Note how much time this ful for producing a small run of 50 T-shirts. Yet takes and what problems you encounter. Now even then, it’s common wisdom to do a single you have a fairly accurate assessment of how test print, observe the results, and modify your long the entire development phase will take design accordingly before you rush headlong and what problems you are likely to encounter. into printing all 50 shirts. This foreknowledge can be a blessing as you proceed to develop the rest of the project. Scope plumbing varies from medium to medium. Take video production as an example. Let’s say you have to produce a 30-second com- mercial spot. You’ve storyboarded it, scripted it, booked your locations, and you’re ready to start shooting. The general wisdom is to shoot
SCOPE PLUMBING BOILS DOWN TO AN EQUATION: BREADTH + DEPTH = SCOPE.
IF YOU KNOW HOW WIDE YOUR PROJECT IS OVERALL AND HOW DEEP IT IS
AT AN AVERAGE POINT, THEN YOU KNOW ITS SCOPE.
FOUR WAYS TO BYPASS INERTIA 65 Oblique Strategizing
In 1975 musician/producer Brian Eno and In a 1980 radio interview, Eno explained, “If painter Peter Schmidt printed a pack of cards you’re in a panic, you tend to take the head-on called Oblique Strategies: Over One Hundred approach because it seems to be the one that’s Worthwhile Dilemmas. The word oblique literally going to yield the best results. Of course, that means “slanting or inclined—neither parallel often isn’t the case—it’s just the most obvious nor perpendicular nor right-angular.” On each and apparently reliable method. The function card was printed a brief creative strategy devel- of the Oblique Strategies was, initially, to serve oped by Eno or Schmidt. The strategies them- as a series of prompts which said, ‘Don’t forget selves are oblique, and they suggest ways in that you could adopt this [alternative] attitude.’” which an artist may approach the creative pro- The cards themselves are a work in progress. cess from a more oblique, less direct perspec- At the time of this writing, fi ve editions have tive. There are several ways to use the cards, but been published, each a bit different. The fi rst the most common is to work on a project until three editions included a few blank cards so you get stuck, draw a card, and apply that strat- that users could add their own strategies. With egy to your current situation. each new edition, some cards were added, oth- ers removed, and others reworded. Eno and Schmidt’s Oblique Strategy cards History and Purpose of the Cards are not the only creativity cards in existence. Other sets include the Creative Whack Pack, In his article “A Primer on Oblique Strategizing,” IDEO Method Cards, the ThinkPak, BOFF-O! journalist Gregory Taylor describes how Eno (Brain On Fast Forward) Cards, and Free the and Schmidt developed a set of basic working Genie Cards. While other card sets are meant principles—best practices discovered through to generate broadly applicable creative “ideas,” creative experience. These strategies were writ- the Oblique Strategy cards are unique because ten down in the form of oblique advice. Some they were made by a musician and a painter were even devised intentionally for testing, to with their specifi c audio/visual media in mind. see whether or not they would prove practically As such, they are more directly applicable to useful. In times of pressure or intense con- graphic design, which is concerned with mat- centration, such as expensive studio recording ters of visual form and creative composition. sessions or all-night painting sessions, Eno and The Oblique Strategies are also less generic and Schmidt tended to forget the strategies. The more poetically evocative than other card sets cards became a practical way to keep the strate- in their idiosyncratic specifi city. gies in mind.
66 HOT-WIRING YOUR CREATIVE PROCESS The fi fth edition of Oblique Strategies by Brian Eno and Peter Schmidt. Each card contains a different strategy for overcoming your current creative dilemma.
FOUR WAYS TO BYPASS INERTIA 67 Using the Cards each oblique strategy suggests a fresh approach to your current working situation. No matter The cards come with the following instructions what card I draw, I can always fi nd some way from Eno and Schmidt: “[These cards] can be of applying it to the problem I’m working on. In used as a pack (a set of possibilities being con- so doing, I’m forced to think about the problem tinuously reviewed in the mind) or by drawing from a different perspective. a single card from the shuffl ed pack when a I use the cards to get unstuck. Until I’m dilemma occurs in a working situation. In this stuck, the cards are just so many vague pieces case, the card is trusted even if its appropriate- of advice without any practical application. ness is quite unclear.” When I’m stuck, I draw a card and apply it. Used in the latter manner, the cards incor- Some people draw three cards at a time and porate an element of chance. Oblique strategiz- choose the one that seems most applicable. I ing is not about pure chance, however, because don’t do that because it forces me to waste you are encouraged to modify the deck with mental energy comparing and selecting. I’d your own strategies, and you are the one who rather focus all my mental energy on the cur- ultimately interprets the meaning of each card rent dilemma. and decides how to apply it to the problem The Oblique Strategies are only as useful as at hand. Unlike I Ching, which is much more your ability to apply them. Appropriate inter- elaborate, or Tarot cards, which attempt to pretation is the key. The cards are oblique for a be oracular, there is no “magic” about oblique reason. They are prompts, not detailed instruc- strategizing. It’s more like prefabricated advice tions. Don’t feel enslaved by them. Simply use that you can access in the midst of a project them to get unstuck. When you’re stuck, some- and apply as you see fi t. times all you need is the confi dence to proceed What is the value of oblique strategizing? in a direction. Oblique Strategy cards can give Edward de Bono’s random word exercise pro- you that confi dence. vides an instructive analogy. When you start with a random word and relate it to your proj- ect, the word itself is not as important as the insight you gain about your project. Likewise
THE OBLIQUE STRATEGIES ARE ONLY AS USEFUL AS YOUR ABILITY TO APPLY THEM. THE
CARDS ARE OBLIQUE FOR A REASON. THEY ARE PROMPTS, NOT DETAILED INSTRUCTIONS.
68 HOT-WIRING YOUR CREATIVE PROCESS Analyzing the Cards PROCEDURAL Back up a few steps. What else could you I divide Eno/Schmidt’s Oblique Strategies into have done? four main categories: formalist (about structure), procedural (about process), attitudinal (about your Change nothing and continue with immacu- mental outlook), and contradictory (about oppo- late consistency. site extremes). Here is a sampling of Oblique Strategies subdivided into these four categories. Don’t avoid what is easy.
FORMALIST Faced with a choice, do both. A line has two sides. Go to an extreme, move back to a more Allow an easement (an easement is the comfortable place. abandonment of a stricture). Make an exhaustive list of everything you Assemble some of the elements in a group might do and do the last thing on the list. and treat the group. List the qualities it has. List those you’d like. Decorate, decorate. Slow preparation, fast execution. Defi ne an area as “safe” and use it as an anchor. What were the branch points in the evolu- tion of this entity? Instead of changing the thing, change the world around it. Short-circuit (example: a man eating peas with the idea that they will improve his Make a blank valuable by putting it in an virility shovels them straight into his lap). exquisite frame.