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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

Notice of Rights All rights reserved. No part of this book may be reproduced or transmitted in any form by any means, elec- tronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the pub- lisher. For information on getting permission for reprints and excerpts, contact [email protected].

Notice of Liability The information in this book is distributed on an “As Is” basis without warranty. While every precaution has been taken in the preparation of the book, neither the author nor Peachpit shall have any liability to any per- son or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the instructions contained in this book or by the computer software and hardware products described in it.

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 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, -inspired is not like algebra. There’s no 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 . 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 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 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 , 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 , 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.

Not building a wall but making a brick.

Take away the important parts.

FOUR WAYS TO BYPASS INERTIA 69 ATTITUDINAL Not all Oblique Strategies fi t into these four cat- Question the heroic approach. egories. For example, one of my favorite strate- gies demands a category of its own: Call your Be less critical more often. mother and ask her what to do.

Disciplined self-indulgence. Acquiring the Cards Emphasize the fl aws. The fi rst four editions of the Oblique Strategy Give the game away. cards are limited, and you can purchase them occasionally on eBay, usually for prohibitive Into the impossible. sums of money. As I write this, the fi fth edition of the cards is on sale at www.enoshop.co.uk Discover your formulas and abandon them. for a very reasonable price. I highly recommend acquiring a set. Lost in useless territory. There are also several automated online versions that draw a random card for you at Honor thy error as a secret intention. the click of your mouse. These versions are forever coming and going. Search “oblique CONTRADICTORY strategies” on Google or visit Gregory Taylor’s Change ambiguities to specifi cs. / Change defi nitive Web site on the cards: www.rtqe.net/ specifi cs to ambiguities. ObliqueStrategies. Among other things, Taylor’s site contains a comprehensive list of the strate- Destroy nothing. / Destroy the most gies and an admirably obsessive spreadsheet important thing. documenting their evolution from edition to edition. Do something boring. / Do something sudden, destructive, and unpredictable.

How would someone else do it? / How would you have done it?

Make what’s perfect more human. / Mechanize something idiosyncratic.

70 HOT-WIRING YOUR CREATIVE PROCESS Making Your Own Cards Oblique Strategy cards are like stored-up nuggets of provocative wisdom from a centered, The Oblique Strategy cards began as a personal thoughtful perspective. Then, when you are creative aid for two artists. The cards were engrossed in the minutiae of a project and you meant to evolve, improve, and adapt to meet can’t see the forest for the trees, you’re able to the working needs of the artists over time. draw on this wisdom and apply it accordingly. In that spirit, I invite you to make your own Oblique strategizing is a way of gaining a fresh Oblique Strategy cards, tailor-made to your perspective on your process while still remain- working process. Print them on tiny cards and ing mentally engaged in the nuts and bolts of it. call them MicrOblique! Print them oversized and call them MacrOblique! The possibilities are endless. On the next few pages, I give several of my strategies to use as a springboard. Keep your strategies oblique, open to multiple interpreta- tions. Discard those that don’t work. If you really want to get advanced, desig- nate different cards for different phases of the creative process. Try using attitudinal strategies during predesign and formalist strategies dur- ing design. Then switch them around and see what happens.

Starter Strategies

These strategies are simply quotations that inspire me to approach creation from useful perspectives. They are from a variety of sources. I begin with quotations by Eno and Schmidt as a kind of homage. Some of the strategies are slogans of the Situationist that were scrawled throughout the streets of Paris during the riots of May 1968.

FOUR WAYS TO BYPASS INERTIA 71 [It] must accommodate many levels In a roomful of shouting people, the of... attention without enforcing one in No replastering, the structure is rotten. one who whispers becomes interest- particular; it must be as ignorable as it (Situationist graffi ti) ing. (Peter Schmidt) is interesting. (Brian Eno)

Chance must be systematically Going through the motions kills the Action must not be a reaction, but a explored. (Situationist graffi ti) emotions. (Situationist graffi ti) creation. (Situationist graffi ti)

Exaggeration is the beginning of inven- Keep the irregularities inconsistent. If the solution is not beautiful, I know it tion. (Situationist graffi ti) (Edward Fella) is wrong. (Buckminster Fuller)

The answers are always inside the If it works, it’s obsolete. (Marshall Too much control kills anything. problem, not outside. (Marshall McLuhan) (Nicolas Roeg) McLuhan)

Does [the element] look as if it were Total control can be the death of work. inevitable, or would the page look as Just enough is more. (Milton Glaser) (Andy Goldsworthy) well or better for its omission? (Albert Bruce Rogers)

Beneath the pavement, the beach. Frankness instead of persuasion. Act frankly. (William Henry Channing) (Situationist graffi ti) (Michel Foucault)

72 HOT-WIRING YOUR CREATIVE PROCESS Await occasions. (William Henry Smart/dumb: smart and dumb at the Just waves in space. (Tommy Newton) Channing) same time. (Van Dyke Parks)

If the audience can understand every I again abandon myself to the feeling, The slow motion moves me / The word, then you’re singin’ it wrong. which may prompt me to modify the monologue means nothing to me. (Muddy Waters) plan. (Gustav Rodin) (Elliott Smith)

Art does not reproduce the visible; Without secrecy, there is no art. (Jan Surrealism exists in reality, not beside rather, it makes visible. () Svankmajer) it. (Jan Svankmajer)

Even the simplest scribble... is... the Don’t regard people as idiots [unfi t] bearer of psychic components, and Get rid of your ambitions. (Alexei for creative communication. (Alexei the whole sphere of psychic life lies as Shulgin) Shulgin) if in perspective behind the most insig- nifi cant form element. (Hans Prinzhorn)

Art is not there to be simply under- Darkness and light, strife and love. All things shining. (James Jones) stood, or we would have no need of (James Jones) art. (Joseph Beuys)

Imagine an eye unruled by man-made The reason art exists is because its laws of perspective, an eye unpreju- My discipline... consists of reducing mode of operation does not take the diced by compositional logic, an eye everything to a few steps. (Paul Klee) mode of ideas. (Jean Dubuffet) which does not respond to the name of everything. (Stan Brakhage)

FOUR WAYS TO BYPASS INERTIA 73 The concrete... may become a vehicle We are far too easily pleased. of mystery, beauty, and depth. (Oliver Addition by subtraction. (Karim Rashid) (C.S. Lewis) Sacks)

[It] was intrinsic to me that the work [Art] is a question of producing our- show the human being that it had You might as well see humor as poten- selves, not things that enslave us. passed through in every conceivable tially revolutionary. (Hakim Bey) (Guy Debord) way. (Stan Brakhage)

‘Tis a poor piece of cloth that can Beauty will be convulsive or it will not stand no embroidery. (Appalachian Style = Fart. (Stefan Sagmeister) be at all. (André Breton) saying)

Imagination is not a gift, it must be Break it, stretch it, bend it, crush it, Graphic design is the spit and polish conquered. (André Breton) crack it, fold it. (Bruce Mau) but not the shoe. (Ellen Lupton)

Talk less and draw more. (Johann God is in the details. (Ludwig Mies Van Think more, design less. (Ellen Lupton) Wolfgang von Goethe) Der Rohe)

God is in the concepts. (Curt Cloninger)

74 HOT-WIRING YOUR CREATIVE PROCESS Don’t Knock It Till You Try It

All of these methods—oblique strategizing, scope plumbing, time-limited designing, and exploratory sketching—take some getting used to. If you try them just once and give up on them, you really haven’t given them a fair shot. New processes and tools can be awkward at fi rst, but once you get past the initial learning curve, they can make you more productive and creative. Don’t try to evaluate the effectiveness of these methods in the midst of using them. Instead, commit to a method and let it run its course, then look back and assess its effective- ness. All of these methods will need some fi ne- tuning and customization before they suit your particular media and working practice. At the same time, if you decide a method isn’t working for you, shelve it. Perhaps you’ll encounter a future project for which it is better suited. The more methods you have at your dis- posal, the more versatile you are, and the more likely you are to arrive at consistently elegant solutions for a variety of design problems.

FOUR WAYS TO BYPASS INERTIA 75 IMMATURE ARTISTS IMITATE. MATURE ARTISTS STEAL.

—LITERARY CRITIC LIONEL TRILLING, 1962

76 HOT-WIRING YOUR CREATIVE PROCESS 4 MINING ART AND DESIGN HISTORY

From in the late 1800s that claims to be completely out of through the modernist movements of the blue has had its roots, ironically, in the early twentieth century up to the Dada. Swiss international style of late modern- ism in the 1950s and ’60s, the goal was It is natural for art to draw from the past, always to break from the forms of the and even more so for design, which past and speak in a design language seeks to be original yet in a familiar way. that was new and forward looking. Still, (Industrial designer Raymond Loewy this was always the ideal more than called this principle MAYA—“most the reality. No matter how innovative advanced yet acceptable.”) So when and forward-looking some artists may designers in the ’60s and ’70s began seem, they are never without influences. appropriating and remixing historical Picasso was influenced by African art, art and design influences, they weren’t Van Gogh by Asian art. I’d like to believe really doing anything new. It just that the chaos of Dada had no historical seemed new compared to the forward- precedent, but even if it was completely looking doctrines of modernism. out of the blue, every movement since

77 Look to Design History

Design historians have put forth all sorts of New media designer Hillman Curtis suggests do’s and don’ts regarding the proper way to that designers should fall in love with a master: appropriate historical influences. For me, the Find someone whose work resonates with you bottom line (with very few caveats) is, “Does it and learn all about his history and practice. I work visually? Does it solve the design prob- concur and also suggest you fall in love with lem?” My main caveat has to do with residual a movement—, Bauhaus, new historical connotations that attach themselves typography, art deco, 1950s Polish posters, or to certain styles. Regardless of its iconic power, whatever—and inundate yourself with it. How you wouldn’t want to appropriate the black let- is it situated historically? What movements ter typography and historical realism of a Nazi preceded and influenced it? What movements propaganda poster to promote a church picnic. followed and were influenced by it? What move- Yet you might want to reappropriate it to create ments did it oppose? I particularly love the an antiwar poster that portrays a contemporary design and architecture of the Glasgow School. politician as a neofascist. Be aware of the his- There are several good histories of graphic torical contexts from which you are drawing. design. Graphic Style: From Victorian to Digital, by Another caveat is to avoid “eclectic Seymour Chwast and Steven Heller, is a popular historicism”—a mix ‘n’ match, hodge-podge one that begins with mid–nineteenth-century design approach. Yet even a hybrid approach Victorian design and continues through the end can work if the designer has a keen aesthetic of the twentieth century. Other design histories eye and keeps the overall goals of the project in begin later, with the Arts & Crafts movement at mind. For example, Paula Scher’s 1979 “Best of the end of the nineteenth century, since it is in Jazz” poster mixes colors and angular layouts many ways the spiritual parent of the modern from early-twentieth-century constructivism design movement. with Victorian-era woodblock display typefaces. Technically, the actual history of “graphic This approach “breaks the rules,” but it works design” proper is relatively young. Book designer because it solves her design problem—how to William Addison Dwiggins coined the term in make a good-looking poster that prominently 1922. Until then (and for decades following), displays a lot of text in a little space, with no graphic design was called “commercial art.” But real budget for photography. what we call graphic design can be traced back When mining visual history for inspiration, through Guttenberg printing to medieval manu- you can look to graphic design history itself or script illumination to Egyptian hieroglyphs. beyond graphic design history to more direct, Philip Meggs attempts such a broad survey in less derivative influences. his classic Meggs’ History of Graphic Design. It is a precious resource because it discusses not only forms and methods but also conceptual moti- vations and historical contexts. And it reaches back well before the Victorian era.

78 HOT-WIRING YOUR CREATIVE PROCESS Paula Scher’s “Best of Jazz” series poster sets Victorian type in a constructivist style, achieving a memorable result that is both innovative and classic.

MINING ART AND DESIGN HISTORY 79 Look Beyond Design History

Even Meggs, comprehensive as he is, leaves out antique toy collection, dolls, primitive sculp- all sorts of visual forms of communication not tures, woven baskets, stamps, dried flowers, in the direct lineage of graphic design. Outsider art from multiple cultures and eras, their own art, indigenous art, tribal art, Eastern art, and art, art by their friends and colleagues, chil- many movements within the European “fine” dren’s art, dyed Easter eggs, photographs, flags, art tradition are not mentioned simply because sketches, ceramic bird candleholders, a full they have no overt bearing on the evolution of library (not just of design books), a homemade graphic design as he perceives it. But you don’t audio toy tower, an eighteenth-century hand- need anyone’s permission to mine art history cranked hurdy-gurdy organ, and, of course, the directly and make it part of your own design tools of their various trades (from furniture practice. making to filmmaking). The documentary is Design historian Steven Heller tells the simultaneously inspirational and humbling. story of Esquire magazine designer Helmut Go to the source for your inspirations. Krone, who greatly admired the work of legend- Choose work that resonates with you. Don’t ary American designer Paul Rand. Krone sur- just look to the usual suspects, the same his- rounded his workspace with pictures of Rand torically respected designers. With everyone designs. Louis Danziger, a fellow designer and reading the same design magazines and surf- colleague, advised Krone, “If you want to be as ing the same Web sites, where do you look to good as Rand, don’t look at Rand; look at what find unique inspiration? As ironic as it seems, Rand looks at.” At the time, pictures of Egyptian try your local library. It’s amazing how much and Chinese artwork surrounded Danziger’s visual inspiration has been sitting on university own workspace. library shelves, untouched for years. Paul Klee’s Multitalented designers Charles and Ray Bauhaus Notebooks alone (The Thinking Eye and Eames amassed an amazing amount of inspi- The Nature of Nature) have the potential to irre- rational ephemera during their design careers. vocably change the way you think about design, The film 901: After 45 Years documents the pack- form, art, and existence. ing up of their workspace at 901 Washington Boulevard in Venice, California, after Ray’s death in 1988. The space is full of stuff—shells, over- sized metal letterforms, posters, an extensive

WITH EVERYONE READING THE SAME DESIGN MAGAZINES AND SURFING THE SAME WEB SITES, WHERE

DO YOU LOOK TO FIND UNIQUE INSPIRATION? AS IRONIC AS IT SEEMS, TRY YOUR LOCAL LIBRARY.

80 HOT-WIRING YOUR CREATIVE PROCESS Two Ways to Mine: Forms and Concepts

There are two basic ways to mine art and SMOTHER THE SPACE design history: Some mental patients suffer from a psycho- logical affliction called “horror vacui” —fear of  Mine visual forms. Focus on the surface empty spaces. There is an entire genre of art styles and mechanical methods of past art brut created by artists suffering from the com- and design. pulsion to fill every available area of the canvas. Mental patients are not the only ones who  Mine conceptual approaches. Focus on the have made it a practice to smother the design conceptual theories, underlying principles, space. In the 1500s printers used criblé (dots and reasoning of past art and design. of black ink) to fill in margins and background space, adding a kind of weight and texture to what would otherwise have been flat black and Mine Visual Forms white compositions. In the mid-1800s, Victorian designers went hog-wild incorporating newly When mining visual forms, you are most inter- available forms of Islamic ornamentation. ested in visual solutions that might apply to Whether the ornamentation had anything to your current design problem. Ask yourself, do with the subject of their advertisements was “What was the designer trying to accomplish? usually beside the point. Why did this solution make sense from his per- Arts & Crafts designer William Morris spective, in his particular historical context? Is reacted against such ill-considered uses of there anything about this visual solution that ornamentation, but even he was near com- still applies to my current design problem?” pulsive in his elaborate vine, thistle, flower, Even when mining visual forms, you still need and bird patterns. His page layouts are far to ask “why” in addition to “what” and “how.” from minimal. Morris wasn’t opposed to Here are just a few visual forms from the ornamentation—just to its tacky misapplication. past, with suggestions on how they might be Modernism attempted to banish ornamentation, applied usefully in a contemporary context. but it resurfaced in the psychedelic, neo- Genius Moves, by Steven Heller and Mirco Ilic, nouveau poster art of the 1960s. catalogs literally a hundred influential visual If you typically shy away from ornamenta- tropes, devices, and approaches from twentieth- tion and tend toward , try filling century graphic design. If this section whets your entire design space. If it gets too cluttered, your appetite and makes you want to investi- you can always back up. But you’ll never know gate further, their book is a logical next step. what kind of visual interest and texture can Ultimately you’ll want to research your own be achieved from this extreme approach if you primary sources and distill them in a way that never experiment with it. best suits your particular practice.

MINING ART AND DESIGN HISTORY 81 YOU WOULDN’T WANT TO APPROPRIATE THE BLACK LETTER TYPOGRAPHY AND

HISTORICAL REALISM OF A NAZI PROPAGANDA POSTER TO PROMOTE A CHURCH PICNIC.

BE AWARE OF THE HISTORICAL CONTEXTS FROM WHICH YOU ARE DRAWING.

Web designers are constantly challenged by how to kill “extra” space on oversized monitors. Tiling Web backgrounds that appear behind the main content are one solution. Just make sure the tiling patterns are in visual continuity with the rest of your design.

“FRACTAL DESIGN” A variation on smothering the space is what I call “fractal design.” The more you zoom in on a fractal, the more its outer structure is repeated within its inner structure, creating symmetry between the macroscopic and the microscopic. The tughra of Sultan Sulaiman the Magnificent of the Ottoman dynasty is an excellent example of this kind of design. A tughra is like a signature or seal, unique to each sultan. The more ornate the tughra, the less likely it is to be counterfeited. The closer you look at Sulaiman’s tughra, the more detail is revealed. The microscopic design reiterates motifs established in the macroscopic design. Including extra detail at the microscopic level is most likely a stupid idea for an out- door billboard, but not a bad idea for a CD or book cover because its owners will look at it frequently and discover its hidden details over time.

This page from William Morris’s The Works of Geoffrey Chaucer abounds with rich ornamentation, harmonized into a baroque visual tapestry of line, tone, and form.

82 HOT-WIRING YOUR CREATIVE PROCESS The sixteenth century tughra of Sultan Sulaiman the Magnificent is a classic example of fractal design. Zooming in on the piece reveals microcosmic details that are in conscious dialogue with larger, macrocosmic patterns.

mining art and design history 

04_HotWiring.indd 9 8/21/06 9:57:13 AM THE BLACK SPOT THE ICON The opposite of smothering the space is hav- Illustrators have long boiled down complex sub- ing a single, striking image floating in a world jects to their iconic essences. The Lascaux cave of negative space. Proto–art nouveau illustra- paintings in southern France are an early exam- tor Aubrey Beardsley was known for “the black ple. Iconic illustration is a kind of reductionist spot.” His black-and-white illustrations portray shorthand, giving the maximum impact with the main figure as a heavy, solid black form, the minimum line. Iconic illustration coupled with the rest of the composition populated by with a “black spot” compositional approach can thinner black lines and negative space. be particularly effective. Japanese Ukiyo-e art is similar in this respect, A master of the icon was art deco illustrator using a single dominant form and leaving a lot A. M. Cassandre. He didn’t merely abstract his of negative space to balance it. (Ukiyo-e liter- stylized subjects; he abstracted them in a way ally means “pictures of the floating world.”) that made them seem epic. Cassandre trans- This approach has a number of advantages—it formed ships, trains, and buildings into strong draws attention to the object you are silhouett- geometric symbols of progress and luxury. ing and creates interesting, organic, nongridded Designer Saul Bass was another master of negative space in your composition. the icon. His figures were even more abstract than Cassandre’s, often represented by minimal forms created from torn paper. Bass was also an extraordinary logo designer, and he applied the principles of logo design (reduction, distinc- tion, encapsulated essence) to his posters and animated movie titles. Iconic design is particularly suited to poster and billboard design, where you have only a short amount of time to catch someone’s eye and convey your message.

Saul Bass’s movie poster for The Man with the Golden Arm frames a single, powerful icon of a grasping, crooked arm, which succinctly encapsulates the theme of this film about heroin addiction.

84 HOT-WIRING YOUR CREATIVE PROCESS MINING ART AND DESIGN HISTORY 85 The Designers Republic for the band Pop Will Eat Itself and Paula Scher’s poster honoring the centenary of Henri de Toulouse-Lautrec’s death both use type to create figurative forms. The former evokes an ’80s and the latter a Moulin Rouge nostalgia, but both owe a debt to Dada’s playful reappropriation of letterforms.

TYPE AS FIGURE The Dadaists and futurists both used type as leading) in unorthodox and playful ways. More form—not necessarily to write words but to recently The Designers Republic and Paula make actual figures. They used the available Scher have both used typography to actually tools of the trade (type, dingbats, and metal create figurative images.

86 HOT-WIRING YOUR CREATIVE PROCESS MINING ART AND DESIGN HISTORY 87 ANTI-FIGURE Islamic society largely forbade drawing animal and human figures, so Islamic art developed an intense emphasis on abstract ornamenta- tion. Arabic typography itself often doubles as abstract ornament. What if in your own work you were unable to use photography and illus- tration to represent figurative forms? What novel solutions might you be forced to pio- neer simply by using typography and abstract ornamentation? The Arts & Crafts designers of Doves Press took this antifigurative approach one step further—designing without even ornament, using only typography. Their designs relied entirely on letterform, typographic texture, and proportional balance between text area and margin. Try limiting yourself to a single type- face alone and see if you can still achieve visual interest in your design.

ELONGATED HUMAN FIGURES On the portal of Chartres Cathedral stand what are known as the kings and queens—noble human forms given an unearthly sense of gran- deur by their strange elongation. Romanesque manuscript illustrators used to stretch their human forms in order to fit their page design. At the end of the nineteenth century, the four designers of the Glasgow School incorporated abstract, elongated figures into their poster designs. And recently, director Tim Burton’s animated characters in The Nightmare Before The noble sculptural figures of Chartres Cathedral Christmas and Corpse Bride are given an ethereal, are given a sense of grandeur and otherworldly macabre essence by their elongation. weightlessness by their strange elongation.

88 HOT-WIRING YOUR CREATIVE PROCESS Don’t feel constrained by the laws of gravity Here are just a few conceptual approaches and the human physique. I’m not suggesting from the past, with suggestions for how to the creation of grotesque abominations, but apply them in a contemporary context. Again, this is graphic design, not science class. The fig- do your own research and unearth concepts ures are yours to reinterpret as you see fit. that complement and enhance your personal design.

Mining Conceptual Approaches HYPERTROPHY “Hypertrophy” is the term for oversized growth When mining conceptual approaches, you are of a body organ or muscle. (Think weight lift- more interested in the underlying principles ers on steroids.) In media theory, the term that led to the production of a work than to its refers to the practice of pushing a medium surface appearance. Conceptual approaches beyond its ability to cope sensibly. Cubists are much more versatile than visual forms. pushed two-dimensional painting into a state Oftentimes you can take a conceptual approach of hypertrophy by trying to represent mul- and reapply it to achieve a number of differ- tiple perspectives in a single picture plane. ent stylistic outcomes. Mining conceptual Futurists pushed painting into a state of hyper- approaches is a way to proceed “in the spirit” of trophy by attempting to represent motion in an era without reappropriating its exact visual static 2D space. Graphic designers inspired by vocabulary. deconstruction tried to push print design into hypertrophy by introducing multiple layers of meaning into a single composition. Try to make your medium express quali- ties it is not meant to express. Use typography WHAT IF YOU WERE UNABLE TO USE to convey the nuances of the spoken word via expressive letterform, rhythm, size, weight, PHOTOGRAPHY AND ILLUSTRATION TO and color. Try to get the flat picture plane to express dimensionality without resorting to REPRESENT FIGURATIVE FORMS? WHAT Renaissance perspective. By pushing your NOVEL SOLUTIONS MIGHT YOU BE FORCED medium beyond its ability to function com- fortably, you enter a more expressive realm of TO PIONEER SIMPLY BY USING TYPOGRAPHY visual communication. AND ABSTRACT ORNAMENTATION?

MINING ART AND DESIGN HISTORY 89 Marcel Duchamp’s Nude Descending a Staircase, No. 3 (This page), and Katherine McCoy’s Cranbrook Graduate Design poster both employ different forms of hypertrophy. Duchamp pushes the frozen canvas to display time-based movement and McCoy pushes the flat picture plane to display multiple layers of meaning.

16 Hot-Wiring Your Creative Process

04_HotWiring.indd 16 8/21/06 9:57:20 AM MINING ART AND DESIGN HISTORY 91 TRY TO MAKE YOUR MEDIUM EXPRESS QUALITIES IT IS NOT MEANT TO

EXPRESS. PUSH IT BEYOND ITS ABILITY TO FUNCTION COMFORTABLY.

MNEMONIC DESIGN resultant visual style accurately represented Mnemonic design is simply design used in the the immediacy and anarchy of punk. service of memorization or orientation. Celtic But not all do-it-yourself approaches result monks incorporated mnemonic design in their in the same grungy style. What if your found illumination of the Book of Kells, a manuscript of objects are bold Helvetica, flat computer-screen the Four Gospels. There are over 2,100 unique colors, and tiling backgrounds? Contemporary capital letterforms in the manuscript. Scholars Dutch designer Mieke Gerritzen incorporates believe that the unique design of these letters such elements to arrive at a kind of neopunk served as a kind of way-finding device. The Book style for the Power Point era. Ultimately, the of Kells was penned hundreds of years before spirit of punk is less about distressed typefaces the Bible was divided into chapter and verse, and more about a cut-and-paste conceptual and its readers needed to easily locate specific approach toward materials and production. passages. Each letterform was drawn in a way Instead of collecting physical ephemera like that related to the section of the gospels it Schwitters, why not collect and collage Internet introduced. The monks could scan through the ephemera—badly enlarged and overly com- manuscript and find the passages they were pressed JPEGs; chunky, bit-rotted GIFs? There is looking for by recognizing these unique capital plenty of readymade digital garbage out there letterforms. just waiting to be collaged and recontextualized. Today mnemonic design is frequently used as a way-finding device in magazines and on TRUTH TO MATERIALS Web sites. This makes it possible to maintain Reacting against the shoddy, mechanically pro- design continuity throughout the magazine or duced goods of the Victorian era, Arts & Crafts site while allowing each section to have visual designer William Morris advocated a return to characteristics that are specific to its contents. hand-craftsmanship and “truth to materials.” If furniture was meant to appear hand-made, it PUNK D.I.Y. / READYMADE DESIGN should actually be hand-made. The influential German designer Kurt Schwitters developed architect and designer Henri van de Velde took his own personal flavor of Dada that he named this ethic and applied it to manufactured goods. merz. He would collect garbage and use it Van de Velde argued that machine-made objects to create design collages. In the 1970s punk could still be true to their materials, as long as designers applied this same readymade, found- the objects intentionally reveal their manufac- object approach to their poster designs, album tured nature. If an object is plastic, it should covers, clothing, and yes, even personal hygiene look plastic instead of being made to look (such as self-piercings with safety pins). The marble or wooden. If a chair is bolted together,

92 HOT-WIRING YOUR CREATIVE PROCESS WHY NOT COLLECT AND COLLAGE INTERNET EPHEMERA—BADLY ENLARGED

AND OVERLY COMPRESSED JPEGS; CHUNKY, BIT-ROTTED GIFS?

Mieke Gerritzen’s brochure for the Fourth International Browserday uses bold sans- serif type, basic black-and-white contrasts, and off-the-shelf icons to achieve a kind of anti-designed information overload. Although Gerritzen doesn’t use torn paper or Xeroxed photographs, her readymade approach is conceptually punk.

MINING ART AND DESIGN HISTORY 93 let the bolts show and make them part of the the Wizard of Oz, our challenge as designers is design. “Truth to materials” became a founda- to come out from behind our digital curtain and tional tenet of modern design. allow the seams of our process to show. Later, deconstruction critiqued modernism, yet even it adhered to its own strange version CONTROLLED IMPROVISATION of “truth to materials.” Deconstruction sought There is much to be said for allowing at least a to dismantle the finished product (text, art modicum of improvisation into your design pro- object, architecture, design) in order to lay bare cess. Lithographers Henri de Toulouse-Lautrec the way in which it was constructed. As graphic and Louis Prang both drew their illustrations designer Edward Fella observes, “Deconstruc- directly onto their final lithographic plates tion is a way of exposing the glue that holds without any presketching. William Morris was together Western culture.” Exposed bolts or known for his fastidiousness and craftsman- exposed glue, both modernism and decon- ship, yet even he incorporated an improvisa- struction were interested in the role that source tional hand during his execution phase. He still materials play in the final design. Modernism did preliminary sketches of his page layouts, sought to construct things “truthfully”; decon- but he drew his final pages freehand, without struction sought to deconstruct things in order copying or tracing. He claimed it made the final to reveal the absence of “truth.” work more vigorous and less mechanical. Allow But what happens when your “material” space in your process for the idiosyncrasies of is primarily digital, or simply a laser-printed the human hand to surface, particularly in a piece of paper? How do you stay “true” to vir- digital environment. tual, immaterial materials? In such cases, the creative process itself becomes your material. TOTAL DESIGN Contemporary designer Stefan Sagmeister says, Design historian Philip Meggs said of the “I always try to go in a direction where the final great early modern designer El Lissitzky, “[He] piece will incorporate the process visibly.” His did not decorate the book—he constructed hand, his process, and his thinking are fre- the book by visually programming the total quently evident in his final design. object.” Contemporary designer Clement Mok Digital tools are so good at eradicating suggests a similar approach regarding infor- imperfections that they can result in immacu- mation architecture and corporate identity. lately slick work that starts to feels false. Like Graphic designers today are often seen as cake

WHAT HAPPENS WHEN YOUR “MATERIAL” IS PRIMARILY DIGITAL, OR SIMPLY A LASER-PRINTED

PIECE OF PAPER? HOW DO YOU STAY “TRUE” TO VIRTUAL, IMMATERIAL MATERIALS?

94 HOT-WIRING YOUR CREATIVE PROCESS Stefan Sagmeister’s 1997 AIGA New Orleans poster intentionally reveals the intuitive process that created it. Sagmeister forgot to include the design credits in the original layout, so he simply wrote the credits on a yellow sticky note and stuck them to the poster.

MINING ART AND DESIGN HISTORY 95 Know Why and Internalize

decorators, called in at the last minute to add When distilling influences from the past, you some finishing, cosmetic touches to a cake that need to know why you are doing what you are has already been baked by the client. Yet design doing. Be at least somewhat conversant with has historically meant much more than this. graphic design history. Otherwise, things can The great teachers of the Bauhaus were also get strange. For example, 1980s “postmodern” architects, painters, furniture designers, interior designers revived art deco to connote the ele- designers, city planners, and social visionaries. gance of the 1930s. But what happens if I make As a designer, the more you can be involved something neo–art deco in 2006? Does it still in the entire creative process (from product connote the 1930s, or does it now connote the development through packaging and market- 1980s? If the latter, then yikes! I could be striving ing), the better the overall design will be. This for the elegance of the Empire State Building is particularly evident with Web design, where and accidentally wind up invoking the spirit of the cake decorators have literally become the Duran Duran. “information architects.” Quality graphic design Here is another dilemma: According to is always more than a visual cherry on top. modernists, modernism is supposed to be a universal, eternal approach rather than an era-bound visual style. Can you reappropriate modernism as a visual style simply to connote the era of modernism? Can you design a Müller- Brockmann-esque poster solely to connote the Swiss grid era without coming across as an ear- nest disciple of contemporary modernism? Like telling a joke, it’s all in the tone of your delivery. There is a deft way to handle design allusions and a ham-fisted way to handle them, so know why you are doing what you are doing. Are you borrowing a recognizable style in order to intentionally connote an era? Are you bor- rowing a visual form without any intention of

THE ULTIMATE GOAL OF ALL THIS INFLUENCE MINING IS TO INTERNALIZE YOUR

INFLUENCES AND MAKE THEM A PART OF WHO YOU ARE AS A DESIGNER.

96 HOT-WIRING YOUR CREATIVE PROCESS connoting an era? Are you borrowing a concep- tual approach, a general philosophy, an ethic, or a process? You will likely combine old visual forms with new conceptual approaches and old con- ceptual approaches with new visual forms. Such is the nature of influence. The ultimate goal of all this influence mining is to internalize your influences and make them a part of who you are as a designer. Internalization is like baking a cake. You can throw all the ingredients together, but until you bake them, it’s not really a cake. If you find yourself modifying arbitrary aspects of your design to avoid being accused of plagiarizing your influences, then you haven’t internalized them well enough. Copying con- fines; influence liberates. Someone once said, “Creativity is forgetting your sources.” I forget exactly who. I do remember that designer Milton Glaser said this: “Every generation has to make its own discoveries, even if they are old discoveries.” In this chapter, I’ve mined a few conceptual approaches and visual forms to get you started. Continue your own research. Mine your own forms and concepts. Make your own old discov- eries and internalize them into something new.

MINING ART AND DESIGN HISTORY 97 UP AMONG THE FIRS WHERE IT SMELLS SO SWEET OR DOWN IN THE VALLEY WHERE THE RIVER USED TO BE I GOT MY MIND ON ETERNITY SOME KIND OF ECSTASY GOT A HOLD ON ME

—SONGWRITER BRUCE COCKBURN

98 HOT-WIRING YOUR CREATIVE PROCESS 5 VARYING DEGREES OF DERIVATION

One of my goals as a creative person The truth is this: Unless you live quar- is to balance my input and output. If I antined in a white room, you are per- never output any original media, then petually exposed to input—whether I’m merely a consumer. But if all I do from graffi ti on a subway or Picasso in is work, without taking time to receive a gallery. The challenge is to control the inspirational input, then eventually my nature of your input. If you live in a city, output begins to go stale and dry up. most of your input is derivative. By deriv- So I read books, look at artwork, watch ative, I mean you’re not directly observ- movies, go hiking, have conversations ing nature. You are generally observing with friends and family, and generally man-made stuff once or twice removed live my life. from the source inspiration of nature. You look at buildings made by humans, navigate city streets laid out by humans, and experience a variety of media cre- ated by humans.

99 Be Less Derivative

There’s nothing wrong with this, but if your Unless you live in a very rural environment, creative output begins to stagnate, one way being less derivative may be a challenge. It’s a you can remedy it is by modifying the nature two-step process. First, turn down the amount of your input. You can either turn the man- of man-made media you receive. Second, seek made input up and get oversaturated in the more pure, immediate, natural sources of input derivative, or you can turn the man-made input and inspiration. How long should you keep down and expose yourself to nature. Neither this up? As long as it continues to benefi t your solution is ideal. Overexposure to nature can output (or until you go crazy). Every city has lead to the same kind of stagnation as over- its own semi-natural enclave and some sort exposure to man-made things. I recommend of natural setting outside it. Take advantage of alternating back and forth between these two these resources. extremes, with extended periods of “normal” living in between. By varying your input, your output is more likely to avoid stagnation and Turn Down Man-Made Media complacency. Cartoonist and marketing consultant Hugh Macleod suggests, “Don’t try to stand out from the crowd. Avoid crowds altogether.” Graphic design can be a trendy, ephemeral, fi ckle profes- sion. Graphic designers feel they need to keep up with latest trends in the industry or they may fi nd themselves out-of-date and irrelevant. A host of design magazines, publishing compa- nies, and Web sites thrive on this fear of being out of the loop. But if you spend all your time immersed in graphic design journals, you may be tracking the scene so closely that you can’t YOU’D BETTER GET CONTROL OF YOUR see the forest for the trees. Stop keeping up with the Joneses (or Frere-Joneses) and drop out OWN MEDIA INPUT OR IT WILL GET of the race for a while. It’s like this story: A pilgrim visits a guru CONTROL OF YOU. OF ALL PEOPLE, hermit living on a remote mountain. The pil- MARKETERS AND GRAPHIC DESIGNERS grim asks, “Doesn’t it bother you living out here all by yourself and not knowing what’s SHOULD UNDERSTAND THIS PRINCIPLE. going on in the world?” The guru answers,

100 HOT-WIRING YOUR CREATIVE PROCESS “I’m not missing out. I know there are wars, Turn Up Nature earthquakes, fl oods, political corruption, greed, and intrigue.” And of course he’s right. Dig Don’t just turn down derivative infl uences; up a three-year-old issue of Print, I.D., HOW, simultaneously turn up natural infl uences. Communication Arts, or Eye and see if the arti- Surround yourself with natural objects (shells, cles are really that much different from last leaves, fl owers) and sketch them daily. Beyond month’s. Granted, ten-year-old issues will be this, get outside and walk around in the woods. different. But do we really need to track con- It should go without saying, but don’t bring temporary graphic design as closely as we do? your cell phone or your MP3 player with you. Stop reading graphic design magazines for a If you can help it, don’t even bring your watch. few months. Your design may actually improve. If you’re the “I came, I saw, I conquered” type, Go one step further and remove as much don’t bring your camera. You’re not on a recon- man-made media from your life as possible. naissance mission to collect piecemeal data Turn off the television and leave it off for weeks. samples from nature and bring them back to Stop reading newspapers. Turn off all audio. the design lab. The idea is to immerse yourself Stop renting movies. Get offl ine and stay offl ine in nature and let it change you in a more holis- for a while. Get out of the city. tic way. Media theorist Marshall McLuhan observed that media fundamentally shift our sense CHEW THE CUD ratios. Prior to the invention of the printing One of the advantages of getting outside is press, humans experienced the world in a that it forces you to stop working and contem- deeply different way than we do living in the plate. If I’m in my offi ce and I have an idea, I television age. We can’t alter the sense ratios can implement it immediately. But ideas often of our entire culture. There is no way we can improve when they are allowed to stew for a turn back the clock and return to a world prior while. We augment our limited human memory to television or the Internet. But we can at least with memory media—sketchbooks and comput- turn off these media in our personal lives for ers. These memory extensions are useful but a season and experience a fundamental (albeit sometimes counterproductive. Leaving an idea temporary) shift in the way our senses balance in your mind for a while instead of immediately input. Such a shift in our sense ratios is bound dumping it forces you to turn the idea over, like to affect the design we output. a cow chewing cud. The idea improves as you

STOP READING GRAPHIC DESIGN MAGAZINES FOR A FEW MONTHS.

YOUR DESIGN MAY ACTUALLY IMPROVE.

VARYING DEGREES OF DERIVATION 101 digest it. Go on a walk or a run without your and James Adams call this state “relaxed atten- pocket notebook or PDA and chew the mental tion.” I put a problem in my mind prior to my cud for a while. run, and when I come back 30 minutes later, I Running, in particular, helps me think. My understand it better. I don’t propose to solve the body is engaged and occupied, leaving my problem, but usually about halfway through the mind free and alert. Engineers Robert McKim run, clarity and insight begin to dawn.

View from the Hangover in Slickrock Wilderness outside of Robbinsville, North Carolina, with storm coming on. Where I go to get the big picture.

102 HOT-WIRING YOUR CREATIVE PROCESS GET THE BIG PICTURE intuitive sense of scale and proportion are hard Painter Paul Klee said, “An artist cannot do to come by in virtual computer space. Sitting in without his dialogue with nature, for he is a an ergonomically engineered chair in front of man, himself of nature, a piece of nature and a computer monitor all day doesn’t really help. within the space of nature.” At least twice every Driving in a car and riding a subway are also summer, I go into the woods by myself for a poor substitutes for human-powered walking week at a time. It usually takes two or three and running. days for my own internal voices to quiet down. Exercise gets you in touch with the scale of The rest of the time I spend absorbing a proper, your body in relation to itself and the world. realistic perspective of just how big the world Exercising in nature increases your intui- is and just how small I am. For me, a pervasive tive sense of scale. You’re not comparing your awareness of the creator God is unavoidable. own frame to derivative, man-made archi- However long you are able to spend in the tecture. You’re comparing your own frame to woods and whatever else you come away with, trees and hills and roots and sky in a natural always leave yourself open to get the big pic- environment. ture. Effective communication (visual or oth- While in nature, keep your eyes open for erwise) begins with knowing where you are in macro-/microconnections. For instance, you relation to your audience. If all you bring back might notice that certain leaves are shaped like with you is a refreshed perspective of your the trees on which they grow. The connections place in the universe, your design work will be you make don’t have to be scientifi cally verifi - more humane and empathetic as a result. able. They can be subjective and intuitive. Hang out with your kids (or your brother’s CONSIDER SCALE kids, or your friend’s kids). Take them on a Design is based on human scale. Typefaces are hike or to the park and let them set the pace. based on the writing motion of the human Children are great windows into the micro- hand. Balance and proportion are based on the cosmic. Get down on your knees and look at symmetry and scale of the human body. Any what they see. Every leaf and rock has its own real understanding of scale necessarily begins unique character and individual worth. Nothing from the starting point of the human body. An is taken for granted. Throwing rocks and leaves

EXERCISE GETS YOU IN TOUCH WITH THE SCALE OF YOUR BODY IN RELATION TO ITSELF AND

THE WORLD. EXERCISING IN NATURE INCREASES YOUR INTUITIVE SENSE OF SCALE.

VARYING DEGREES OF DERIVATION 103 DERIVE INSPIRATION NOT JUST FROM THE SANCTIONED PUBLIC

FACE OF THE CITY BUT FROM ITS DARK UNDERBELLY.

into the creek with my four-year-old son can saw a dragon. But a child of three is excited turn into a four-hour outing. Touch stuff. Smell by being told that Tommy opened a door... stuff. Heck, eat stuff if you’re sure it’s edible. [Fairy] tales say that apples were golden only to Connect with the natural world in an immedi- refresh the forgotten moment when we found ate, visceral, unmediated way. Get a sense of that they were green. They make rivers run with how your body fi ts into the world in terms of wine only to make us remember, for one wild scale. moment, that they run with water.” Amazement isn’t just for children and art- REGAIN WONDER ists. Albert Einstein himself was a great disciple Environmental sculptor Andy Goldsworthy of wonder. He said, “The most beautiful experi- works outdoors with found natural materials ence we can have is the mysterious. It is the such as stone, wood, leaves, and ice to make fundamental emotion that stands at the cradle ephemeral structures of amazing delicacy and of true art and true science. Whoever does balance. He describes the difference between not know it can no longer wonder, no longer working in the cubicles at his art college and marvel, is as good as dead, and his eyes are working outside on the beach: “What struck dimmed.” As designers, it’s easy to get jaded me was that sense of energy when you were and lose our ability to wonder and be amazed, outside of the art college. It was very secure in but we wouldn’t have gotten into graphic the art college. As soon as you made something design were there not some spark of wonder, outside, there was this almost breathlessness amazement, and desire resident in us. Nature and uncertainty.” can rekindle that spark because it is not sub- Exposure to nature can restore a lost sense ject to our man-made design. Despite our best of wonder. The physical world in which we live efforts to tame it, nature still remains wonder- is truly wonderful. That we have senses that fully beyond us. allow us to experience the world is wonderful. That we have consciousness that allows us to refl ect on our experience is wonderful. That we even exist at all is profoundly wonderful. Children are right to be amazed at every turn. British author G. K. Chesterton observed, “When we are very young children we do not need fairy tales: we only need tales. Mere life is interesting enough. A child of seven is excited by being told that Tommy opened a door and

104 HOT-WIRING YOUR CREATIVE PROCESS Be Hyper-Derivative

But what about poison ivy and giant spiders? Carry a camera with you at all times—a What if you absolutely hate the woods? Never small one that fi ts easily into your pocket. fear. There is another tactic to intentionally dis- Don’t sweat the resolution or the image quality. rupt your input patterns. Instead of turning off Snap pictures like Dustin Hoffman’s character, the man-made media input, turn it up and kick Raymond Babbitt, in Rainman. Don’t even frame it into overdrive. Become hyper-derivative. If or focus. You are striving for an anti–big picture, you live in rural areas, this may be a challenge, anti–direct experience approach. Use the medi- but even the most remote areas usually have ating technology of your camera to intention- access to myriad forms of mind-numbing, man- ally inject an extra layer of derivation between made media. Still, for the full experience, you you and your immediate environment. Walk may want to brave your nearest big city. around looking for pictures and textures of any- First, inundate yourself with graphic design thing. Hunt and gather. infl uences. Surf the heck out of graphic design The more you inundate yourself with man- sites. Look at every link to every newly designed made media, the more you begin to notice the site. Check out design books from the library. seams and cracks in the surface of the city. Go to your local newsstand and read every Posters peel away, building facades crumble, magazine about visual culture you can fi nd. local newscasters stutter, pipes rust. Derive Heck, read magazines about rock music, hip- inspiration not just from the sanctioned public hop, skateboarding, and professional wrestling face of the city but from its dark underbelly. as well. Don’t just read the offi cial narrative of PR Rent and watch at least two movies per people and politicians; bone up on the subtext night—from underground cult classics to that the city writes about itself. Hollywood blockbusters. See movies at the If I’ve just described your average week, theater. Crank up the audio 24/7. In your car, then you really should unplug and get away for while you work, in your sleep—never be with- a while. Otherwise, go for it. You can’t live in out music (except when you are watching this hyper-derivative state forever. Just do what television, which you should do as much as it takes to disrupt your regular input in order to possible). MTV—yes, of course—but also the tweak your creative output. While you are glut- Style Network, HGTV, Animal Planet, and large ting yourself on all this media, keep your eyes quantities of the Home Shopping Network. open for patterns and connections that emerge. Play video games as much as possible. Look for infl uences that you can use in your Regularly eat at the mall. And so you don’t deny design. Carry a notebook with you and write yourself the fi ner things in life, make sure you down absolutely everything. You can sort it out visit three art galleries or museums per week. later when you come up for air. In the evenings, go to clubs and listen to live music (preferably with multimedia light shows).

VARYING DEGREES OF DERIVATION 105 106 HOT-WIRING YOUR CREATIVE PROCESS From media professor Marshall Soules’s Urban Wallpaper project. The accidental story that the city tells about itself is often more inspirational than the offi cial story from the tourist guidebook.

VARYING DEGREES OF DERIVATION 107 108 HOT-WIRING YOUR CREATIVE PROCESS (Hypothetical) Frequently Asked Questions

How can you advise me to be simultaneously Isn’t it a bit extreme to alter your entire more derivative and less derivative? life just to improve your design?

I’m not advising you to be both at the same Not at all. A master designer does whatever time. I’m advising you to occasionally alternate it takes to improve her craft. If temporarily between these two extremes, while mostly liv- modifying certain aspects of your life makes ing life as you normally do. Occasional disrup- you more creative, and you are in a creative tion of your media input is the goal because profession, then what’s to consider? An athlete the same old stuff in can lead to the same old will modify her diet and exercise to prepare for stuff out. a competition. An actor will modify his entire appearance to play a role. It’s what profession- Why don’t you suggest which woods als do. to visit or which television shows to watch or which music to listen to? Aren’t we all victims of our contemporary culture? Can anyone really control Because it’s not the specifi c content of the input her our own media input? that’s important; it’s the kind of input—natural or man-made—and the amount (a lot). Billy Joel sings, “I got remote control and a color TV / I don’t change channels so they must Why not alter other areas of life change me.” You’d better get control of your like sleep, diet, or exercise? own media input or it will get control of you. Of all people, marketers and graphic designers Because designers output media, and altering should understand this principle. media input seems most directly related to So if you’re feeling creatively stagnant, or altering media output. But feel free to get plenty you just want to maintain your creative edge, of sleep, exercise regularly, and eat a balanced try varying degrees of derivation. It may take diet. Or not. some getting used to—if you ever get used to it. But the results will be worth it.

VARYING DEGREES OF DERIVATION 109 YOU CAN’T GET WHAT YOU WANT TILL YOU KNOW WHAT YOU WANT

—SONGWRITER JOE JACKSON

110 HOT-WIRING YOUR CREATIVE PROCESS 6 HOW I STOPPED WORRYING AND LEARNED TO LOVE THE EDIT

In the movie Dirty Rotten Scoundrels, successful interior designer or, dare I say elegant con man Lawrence Jamieson it, a fi ne art director. (played by Michael Caine) describes how he got into the business of swindling I’m not saying that graphic designers lack rich, corruptible women out of their talent or don’t need it. I’m saying that money: “As a younger man, I was a much of graphic design is simply hav- sculptor, a painter, and a musician. ing “good taste.” Knowing when some- There was just one problem: I wasn’t thing works and when it doesn’t is half very good…. I fi nally came to the frus- the battle. This is why art directors who trating conclusion that I had taste and know what they want but don’t do a lot style but not talent…. Fortunately I of hands-on design work still make more discovered that taste and style were money than junior designers who spend commodities that people desired.” Mr. all day doing hands-on design work but Jamieson might also have made a don’t really know what they want.

111 Debunking the Myth of “Scratch”

This situation used to bother me because I The truth is, no human ever created anything thought there was something inherently noble from scratch. “In the beginning, God created the about making work from scratch and some- heavens and the earth,” Genesis tells us—and thing inherently ignoble about editing, remix- we’ve been remixing His work ever since. As ing, focusing, directing, channeling, collaging, an undergraduate, I took a class in “painting and otherwise assembling elements you didn’t materials and techniques.” It was actually a lot make from scratch. It didn’t seem right that a like cooking. We mixed our own paints from designer could take stock photography, stock beautifully colored pigmentary powders, but we typefaces, a grid template, and someone else’s didn’t actually “make” the powders. Mounds of preselected pantone color scheme, assemble these colorful powders were already waiting for them in a certain way, and still be credited with us in the studio at the beginning of the semes- having created something. Then I had the reve- ter. They looked like they must have come from lation that there is no “scratch,” and it changed roots, or berries, or clay, or some extremely pri- my whole approach to design. mal source. I imagined our professor trekking across the globe collecting rare berries, grinding them up, and making all these brightly colored powders. Of course, he just ordered them from an art supply catalog. Now this begs the question: Were our paint- ings that semester more “creative” because we mixed our own paints? Would our paintings have been even more “creative” had we found the berries and crushed them ourselves? However close to or removed from “scratch” an artist chooses to work is entirely a matter of personal preference. A painter paints with I USED TO THINK THERE WAS SOMETHING brushes. A Web designer paints with Photoshop INHERENTLY NOBLE ABOUT MAKING and Flash. A conceptual artist “paints” with interns and apprentices. An art director may WORK FROM SCRATCH. THEN I HAD “paint” with junior designers. Note that mak- ing one’s own paintbrush does not necessarily THE REVELATION THAT THERE IS NO make one a good painter, any more than hiring “SCRATCH,” AND IT CHANGED MY a third-party construction company to imple- ment one’s architectural blueprints makes one WHOLE APPROACH TO DESIGN. a bad architect.

112 HOT-WIRING YOUR CREATIVE PROCESS The trick is to fi nd a balance that leads to In 1965 designer Armin Hofmann observed, the creation of interesting work. Work too close “Today it is a practical impossibility to acquire a to scratch and you’ll spend all your time crush- mastery of every separate technical and artistic ing berries (or programming in binary code). aspect of the creation of pictures and lettering. Work too far removed from scratch and you’ll There has been a change in the functions of the never be intimate enough with your medium to graphic designer. Today he must know, on the know what it’s good for. one hand, precisely what can be offered him by It is a great luxury to be able to shoot your the highly specialized branches into which the own photography, design your own custom originally simple and readily understood print- typefaces, draw your own illustrations, devise ing trade has split and, on the other hand, he your own grids, mill your own paper, and must develop and realign his artistic perception manufacture your own packaging at your own accordingly. Only then will he be able to fi nd custom-designed factory. But how far do you creative solutions to the problems presented want to take this? Will you hand-chisel your by a confrontation of opposites.” Decades prior own quarry stones and build the walls of your to the widespread use of digital design tools, factory, brick by brick? There is a limit to what Hofmann foretold the paradigm of “designer as any single person can do well. At a point, it editor.” becomes sensible to subcontract some of this work out to other craftsmen more skilled than you in their particular areas of expertise. More than painting or sculpture, graphic design has always been an inherently collab- orative effort. Even a purist who owns his own printing press, designs his own typefaces, and casts his own metal type still winds up printing texts written by someone else.

WERE OUR PAINTINGS THAT SEMESTER MORE “CREATIVE” BECAUSE WE MIXED

OUR OWN PAINTS? WOULD OUR PAINTINGS HAVE BEEN EVEN MORE “CREATIVE”

HAD WE FOUND THE BERRIES AND CRUSHED THEM OURSELVES?

HOW I STOPPED WORRYING AND LEARNED TO LOVE THE EDIT 113 Designer as Editor

Since the creative human makes nothing “from acting as editor. Turntables and auto- generative scratch,” it can be argued that every artist is design software are assertive tools, but a rigor- merely remixing preexistent materials—paints, ously defi ned formal process (like a grid sys- clay, code, words, whatever. Most house and tem) can also be an assertive tool. (We’ll talk hip-hop DJs spin records that they themselves more about tools and systems in Chapter 7.) didn’t record, so what makes one DJ different All creative humans are editors to some from another? Most of it has to do with edit- degree, particularly graphic designers. This ing—which songs are chosen, the order of the is why people who don’t have strong opin- songs, the transitions between songs. There is ions make poor designers. The designer who a modicum of physical dexterity involved, but believes that all paths are equally valid is going most of the “art” of DJ mixing is simply good to wind up indiscriminately shepherding his editing—the DJ, or “artist,” as editor. design up some pretty banal paths. What exactly does an editor do? It depends I’m not advocating the abandonment of on the industry. A fi lm editor establishes pace craft. The great Italian Renaissance painter and drama by cutting and splicing footage. The Raphael employed a small army of artisans editor of a novel keeps the overall story in mind, on his murals, and it didn’t bother him (or his making sure that all the little vignettes along employers) that these artisans did much of the the way add up to a consistent whole. This may actual painting. It certainly wasn’t that Raphael mean cutting, adding, revising, rewording. It lacked the skill to do the painting himself. It’s may simply mean recognizing where the author just that Raphael thought it was more effi cient took a wrong turn in the narrative and sending to spend his creative energies on the master him back to that place to start over. design and hire assistants to help with the A photographer can be seen as a kind of execution. editor. She tweaks a camera’s parameters and The closer to scratch you have worked, the frames her picture. She selects which images to better designer you’ll be. The graphic designer print from a roll of negatives. In the darkroom with no knowledge of HTML will probably she crops, accentuates, mutes, burns, dodges. design a worse Web page mock-up than the All these actions are primarily editorial. graphic designer of equal skill with a working As a rule, the more “assertive” an artist’s knowledge of HTML. The architect who also tools of production, the more that artist is works as a construction foreman will have a

ALL CREATIVE HUMANS ARE EDITORS TO SOME DEGREE, PARTICULARLY GRAPHIC DESIGNERS.

THIS IS WHY PEOPLE WHO DON’T HAVE STRONG OPINIONS MAKE POOR DESIGNERS.

114 HOT-WIRING YOUR CREATIVE PROCESS Brainstorming: Expand and Contract more intimate understanding of cost, materi- Psychologist J. P. Guilford says there are two als, and production than an architect who has types of production: convergent and divergent. not. The print designer who works at a quality Convergent production begins with the problem paper mill will better understand material sub- and follows deductive reasoning toward what strates than the print designer who does not. seems to be the best single solution. Divergent While such well-grounded experience can production begins with the problem and gen- contribute greatly to their work, however, cre- erates a bunch of different solutions; then it ativity is often exercised at the more abstract, selects the best solution from among them. conceptual level. The architect may quit his job Of the two, I fi nd divergent production better as a construction foreman and still be a fi ne suited to graphic design because there is no architect. And the print designer who continues single “right answer” to a given design prob- to work night shifts at a paper mill in order to lem. One of the most popular manifestations of remain in intimate contact with his materials “divergent production” is brainstorming. probably needs psychiatric help. The term “brainstorming” was actually Of course, you have to have source mate- coined by advertising agent Alex Osborn in rial before you’re able to combine it, and you the mid-1900s. It is interesting and telling that have to have a series of possible options before although brainstorming has been practiced in you’re able to edit them. Brainstorming is nearly every academic and professional fi eld, it one way to generate a lot of possible options. originated in the fi eld of graphic design. It turns Exploratory sketching, as discussed in Chapter out the stereotype of a bunch of ad agents sit- 3, is a form of visual brainstorming. But brain- ting around a table reeling off one ridiculous storming need not be so specifi c or rigorous. idea after another actually has some historical Brainstorming as a general approach can be precedent. applied throughout the entire creative process. “Dilbert” cartoonist Scott Adams has said, “Creativity is allowing yourself to make mis- takes. Art is knowing which ones to keep.” Adams indirectly describes the two steps of brainstorming: expanding your ideas and then contracting them. It is crucial to take these two steps in order—expand fi rst, then contract. Let yourself go during expansion; don’t try to reel yourself in or keep yourself in check during this step. Such contractions will happen later. Instead, freely explore, play, let one idea lead to the next, get on out there, expand.

HOW I STOPPED WORRYING AND LEARNED TO LOVE THE EDIT 115 Expand Whenever someone said “no” or “but,” that per- son had to put a dollar in the bowl. The “yes Philosopher Emile Chartier observed, “Nothing and…” strategy encourages continued idea is more dangerous than an idea when it is the expansion while discouraging premature idea only one we have.” I concur. The best way to contraction. come up with a good idea is to come up with a Let your expansion session continue even bunch of ideas—good, bad, mediocre. You can after all the easy and obvious ideas are used up. weed through them later. In the expansion step The pace of the session may slow down, but if of brainstorming, go for quantity regardless of you hang in there, the best ideas will often sur- quality. face toward the end of the session. There are some advantages to expanding collaboratively as a group. The more minds, the more ideas. With a group, you can designate a Contract recorder/moderator whose sole role is to record all the ideas and keep the group from contract- Most people identify brainstorming with the ing (getting critical) too soon. initial expansion step. But the artist as editor is Ideas lead to other ideas. The more people most involved in the contraction step. contributing ideas, the more possible con- While there are advantages to expanding nections to be made. Former Disney imagi- ideas as a group, it may be more advantageous neer C. McNair Wilson suggests what he calls to contract ideas as an individual. This way you the “yes and…” strategy. Whenever an idea can approach all the brainstormed ideas from is thrown out, no matter how ridiculous, the a single editorial perspective, and you are less next person follows up by saying, “yes and…,” likely to get bogged down in argument and then proposing another idea. When Wilson debate. was in charge of brainstorming at Disney, he Edward de Bono’s famous “thinking hats” placed a large bowl in the middle of the group. are good tools to use when contracting ideas.

COMMERCIAL DESIGN ISN’T LIKE A BOXING MATCH, IN WHICH TWO OPPONENTS OF EQUAL WEIGHT

FIGHT AND THE BEST ONE WINS. IN COMMERCIAL DESIGN, EVERYONE IS IN THE HEAVYWEIGHT

CLASS, AND IF YOU HAVE A HANDICAP, YOU’D BETTER FIGURE OUT HOW TO OVERCOME IT.

116 HOT-WIRING YOUR CREATIVE PROCESS The Proof Is in the Product

De Bono lists six colored hats, or critical per- Commercial design isn’t like a boxing match, spectives, for analyzing a design problem: in which two opponents of equal weight fi ght and the best one wins. In commercial design, 1. White hat (symbolized by a blank sheet): everyone is in the heavyweight class, and if you Look at the objective facts. have a handicap, you’d better fi gure out how to overcome it. If you are a weak photographer, 2 Red hat (symbolized by fi re): Involve your subcontract your photography. If you are a weak subjective opinions. coder, subcontract your programming. In the end, your client has hired you for your ability to 3. Yellow hat (symbolized by the sun): Be pull all the elements together and create a win- affi rming; look at the positive aspects. ning design. Your main skill is understanding the nature of the design problem and translat- 4. Black hat (symbolized by a judge’s robe): be ing it into the best possible design solution, on critical; look at the negative aspects. time, within budget. Heroic as it may seem to roam through the forest gathering roots and 5. Green hat (symbolized by a plant): Ask, berries to grind into pigment to mix into paint “What if?” Speculate; use your intuition. to hand-paint your original design comp, don’t waste your time doing it unless your particu- 6. Blue hat (symbolized by the sky): Get the big lar design problem requires such a solution. picture. Work as close to scratch as benefi ts the project, always keeping in mind that there is no scratch. Switch back and forth between these differ- So much of contemporary design is editing— ent critical perspectives while “contracting” knowing what works and how to achieve it. your expanded ideas and then synthesize your Once you embrace this truth, you’ll spend less conclusions. time being a purist for purity’s sake and more time coming up with good design solutions.

HOW I STOPPED WORRYING AND LEARNED TO LOVE THE EDIT 117 IF EVERY TOOL IS A HAMMER, EVERY PROBLEM LOOKS LIKE A NAIL.

—PSYCHOLOGIST ABRAHAM MASLOW

118 HOT-WIRING YOUR CREATIVE PROCESS 7 SOFTWARE AND SYSTEMS

Since designers don’t really make any- designer the freedom to work creatively thing from scratch, tools and systems within a bounded range of possible solu- play a critical role in their process. The tions instead of having to work “from computer is a powerful design tool scratch” with every possible solution in and the grid is a powerful design sys- the known universe. Total unbounded tem. We’ll look at some ways to get the “freedom” can actually be crippling most out of both in this chapter. Both and counterproductive to the creative computer and grid limit the possibili- process. ties of design, and in doing so give the

119 Software and the typographic grid effectively but rather than relax with the time saved, law- automate some of the more rote aspects of yers simply sped up the pace of their lawyering. design, freeing the designer to work at a more Overnight delivery services made it possible intuitive, intelligent, conceptual level. In his for people to ship things at the last minute, so book A Whole New Mind, author and business people began working all the way up to the last consultant Daniel Pink proposes that we are minute. The Internet promised less use of paper, transitioning from the information age to the but increases in digital communication actually “conceptual age.” In the past we transitioned generated more use of paper. So don’t fear the from the mechanical age to the information loss of your job unless you’re relying on noth- age, and the factory worker gave way to the ing but your Photoshop skills to keep your job. knowledge worker. According to Pink, three Experimental designer and educator forces—abundance, Asia, and automation—are Katherine McCoy puts it this way: “Designers currently displacing the knowledge worker. In must deliver conceptual innovations and new time, mere software skills will become increas- insights, the things that computers cannot do. ingly less valuable than the conceptual ability This challenge will lift design beyond a service to recognize what works and what doesn’t. trade into the role of interpreter for culture.” Designers often feel threatened by systems Ultimately, good design is technology- and software, but the truly creative designer agnostic. Technology will never automatically need not fear. Increased automation is actually make you a good designer, but uncritical accep- good for the design industry. As the software tance and application of technology can make that designers use becomes increasingly auto- you a bad designer. In 1965 master designer and mated, they will be forced to excel at those educator Armin Hofmann warned, “The instru- aspects of design that are uniquely human— ments and aids that are placed in our hands namely, generating smart visual concepts and nowadays are far too tricky for us to use them implementing those concepts in a way appro- unquestioningly. The more cunningly devised priate to the goals of a given project. they are, the greater the knowledge that is Machines never steal human jobs; they just required before they can be put to wise and shift them. The machine age promised less responsible use.” work, but in reality it generated more work. In Graphic design and computers have had the legal fi eld, mimeograph machines replaced a notoriously delicate, often tempestuous the time-consuming process of hand copying, relationship. Staunch advocates of digital

DESIGNERS OFTEN FEEL THREATENED BY SYSTEMS AND SOFTWARE, BUT THE TRULY CREATIVE DESIGNER

NEED NOT FEAR. INCREASED AUTOMATION IS ACTUALLY GOOD FOR THE DESIGN INDUSTRY.

120 HOT-WIRING YOUR CREATIVE PROCESS Generative Software design tools such as Illustrator, Photoshop, A few contemporary designers are using what and QuarkXPress see them as great equaliz- has been termed generative software to auto- ers, empowering anyone to become a designer. mate an increasingly large portion of the cre- Staunch critics of such tools see them as a ative process. Automation has always been necessary evil at best and blame them for part of graphic design: Gutenberg automated removing much of the hand-skill and craft from hand calligraphy, the Linotype machine auto- graphic design. I think the truth lies somewhere mated hand typesetting, page-layout software between the two extremes. Ultimately, design automates the “paste-up” layout process. But software is just a tool, and skilled designers generative software takes automation a step make use of it as they will. further—automating layout, composition, scale, Nevertheless, I’ll let the critics have their say. typography, and even color scheme based on Designer and author Willi Kunz says, “Electronic designer-specifi ed parameters. equipment has replaced the traditional tools In one sense, the use of generative design of design expression: pencil, crayon, pen, blade, tools represents a radical shift in the design and brush. The tactile qualities of materials process. Generative tools don’t simply afford such as trace and colored papers, boards, and a new way to produce a single work. They rep- overlay fi lm that often inspired ideas are no resent an entirely new process that alters the longer viable. For the designer who enjoys the production of all work. Yet in another sense sensuality of working with actual materials, generative tools are less a clean break from the the absence of touch, smell, and even sound is standard design process than simply the next disarming, as if part of the nervous system has step toward a more “editorial” design process. been deactivated.” Chance is a part of any design process, digi- Designer Paula Scher echoes: “The com- tal or otherwise. In the process of using tools puter made me feel like my hands were cut off to make ideas real, “happy accidents” often because you don’t type a design—that seems occur. Of course, unhappy accidents also occur. dumb…. And it doesn’t smell right. It doesn’t (These are otherwise known as plain old acci- smell like an art supply. It smells like a car.” dents.) One of the goals of generative software One of my design students asked, “If tradi- is to mine happy accidents. By automating tional print designers criticize what we consider certain functions, generative software allows to be commonplace digital tools, what will we the designer to explore a wide range of possible criticize?” The answer may well be generative outputs quickly. The software takes its best software. guess at what the designer wants, and then the designer as editor decides which guesses work best. Only the designer can decide because only he knows the conceptual goals of the project.

SOFTWARE AND SYSTEMS 121 The trick is to fi nd a fruitful balance between of Adobe Photoshop) and then moved on to control and chance. If the software allows you his masterpiece, Auto-Illustrator (a modifi ca- total control and there is no element of chance, tion of Adobe Illustrator). Auto-Illustrator’s tool it’s not generative software. If the software is palette and interface appear similar to Adobe totally random and you can’t control it, then Illustrator’s, but once you click on a tool, you it’s merely an interesting exercise in artistic have no control over what it does. Periodically programming. the software itself will even close your work- There are two basic kinds of generative soft- ing window without saving, if it “decides” that ware: off-the-shelf and custom made. Off-the- your design is no good. Auto-Illustrator is less shelf software allows you to tweak your output a practical design tool and more a conceptual based on the given parameters of a predefi ned critique of the ways in which digital design tools interface. Some off-the-shelf generative soft- can color the aesthetic of our output if we fail ware affords the designer lots of control; other to use them critically. Still, commercial design- packages offer almost no control. Designers ers occasionally use the tool to create individual who build custom-made generative software elements that they then incorporate into a more have nearly unlimited control of their output controlled overall layout. because they are able to “retool” the entire soft- Büro Destruct Designer, available free at ware product to suit their particular desires. www.burodestruct.net/bd/bddesigner, is genera- tive logo software by the Swiss design fi rm Büro Destruct, which makes playful, colorful, ’60s-era Off-the-Shelf Generative Software bubble logos. Users have a modicum of control over the forms and colors, or they can simply We’ll begin with off-the-shelf software that click a Randomize button that automatically affords little control and then proceed to soft- generates a random logo. The software even ware that is more customizable. allows you to save your fi nal designs as EPS fi les. Adrian Ward is a software artist who makes Multiple-grid overlays of small, medium, and conceptual software art at www.signwave.co.uk large circles generate the shapes. The colors are modeled after standard graphic design software chosen from a limited, predetermined palette. art. Ward began with Autoshop (a modifi cation The software itself is more of a novelty, but it

ONE OF THE GOALS OF GENERATIVE SOFTWARE IS TO MINE HAPPY ACCIDENTS.

BY AUTOMATING CERTAIN FUNCTIONS, GENERATIVE SOFTWARE ALLOWS THE

DESIGNER TO EXPLORE A WIDE RANGE OF POSSIBLE OUTPUTS QUICKLY.

122 HOT-WIRING YOUR CREATIVE PROCESS Three experimental designs I made incorporating the same source pattern created in Autoshop.

SOFTWARE AND SYSTEMS 123 Three “logos” randomly generated by Büro Destruct Designer software. The software’s interface allows you to control any design by selecting various parameters (number of colors, grid size, shape, transparency), but there is always a random element involved in the fi nal output.

does illustrate the almost infi nite variations possible from a fi nite number of rules within a fi xed system. Büro Destruct Designer probably won’t generate many commercially viable logos, but it may suggest possible logo directions, particularly in its intriguingly ambiguous treat- ment of fi gure/ground, positive/negative, form/ counterform relationships. the software then applies your settings to a At robmeek.com, the MEEK Typographic complete character set (capitals, miniscules, Synthesizer by programmer Rob Meek is a numerals, and punctuation). You can then save wonderfully funky piece of generative design the whole typeface as a TrueType font. software. Its interface looks and acts like the William Caslon is probably turning in his interface of a Moog synthesizer, except instead grave at this kind of modular, prefabricated of tweaking an analog audio tone, you are approach to “drawing” type, but the design fi rm tweaking a font set. You are given several dif- Designershock has used software based on the ferent parameters to modify (everything from MEEK Typographic Synthesizer to create some glyph rotation modulation to x-skew sine wave legitimately interesting, technoesque display phase shift), but the parameters are so abstract faces at designershock.com. and the faux-analog knob interface so inexact, One of the most intriguing pieces of chance is bound to enter into the process. Once off-the-shelf generative design software is you’ve modifi ed the letter A to your satisfaction, the n-Gen Design System by n-Generate, at

124 HOT-WIRING YOUR CREATIVE PROCESS Even the interface to the MEEK Typographic Synthesizer has its own kind of minimalist, nerd-tech aesthetic appeal. I used it to create this messed-up font in about three minutes.

www.n-generate.com. fi rm Move culture. The critique runs something like this: Design originally created it as a research proto- If software can generate trendy designs at the type known as the n-Gen Design Machine. To use click of a button, perhaps your trendy design the Design Machine, you chose between fi ve pre- “skills” are not so valuable after all. Of course, fabricated design modules (California Noir, die not every iteration was a winner, but many Modernist, Future Tool, Spacefarm, and Urbivore), looked quite competent. And no wonder—the entered your copy, and clicked the n-generate software was created by graphic designers who button. Every time you clicked, an entirely new knew their stuff. Each design module drew design was created in your chosen style. from a library of stock photography and type- The software parodied several popular faces suitable to its genre. Even the rules for visual styles—from Bauhaus modern to Raygun type sizing, grid structure, and layering were grunge—as a way of critiquing the cut-and- tailor-made to create the signature look of that paste, trend-following contemporary design particular style.

SOFTWARE AND SYSTEMS 125 Potential book covers automatically generated by the n-Gen Design Machine. I simply entered the book’s title, byline, and a quote by . Each row is “designed” in a different style. This page top: die Modernist; bottom: California Noir. Opposite page, top to bottom: Urbivore, Spacefarm, and Future Tool.

126 HOT-WIRING YOUR CREATIVE PROCESS SOFTWARE AND SYSTEMS 127 n-Gen achieved its initial purpose by pissing Custom Generative Software off a bunch of trendy designers. It also raised the question of what constitutes good human It’s one thing to use someone else’s automated design. The initial prototype wasn’t very cus- machine; it’s another thing to build your own. tomizable. But what if its automatically gener- Most designers initially balk at off-the-shelf ated layouts could be saved as layered PSD fi les generative design software, and understandably for further hand tweaking in Photoshop? What so. You probably already have a creative sys- if users could defi ne their own style modules tem that works for you, so why adopt someone and populate them with their own source else’s kooky tool? Their tool wasn’t created to images and typefaces? Then it would indeed be fi t your specifi c hand, much less to solve your a useful, idea-generating, head-start tool. specifi c problem. The n-Gen prototype has evolved into com- According to design educator Thomas mercial brand management software. Corporate Fischer and architect Christiane M. Herr, “Due brand managers can use it to defi ne brand rules to the uniqueness of every design problem, a and assets as they would in a corporate iden- generative design tool developed in one design tity brand book. Then others in the corporation context is not very likely to make equal sense use it to create layouts in various formats that in other design contexts…. Designers who adhere to the rules of the brand. The n-Gen develop generative design tools do this quite Design System doesn’t create the brand rules; enthusiastically but designers who are offered it just helps ensure that they are uniformly the use of other designers’ generative tools followed. often respond with refusal.” But what if you were able to create your own generative design tools and customize them per project to suit your own particular goals and aesthetics? Designer, artist, and tech- nologist Joshua Davis does just that.

MOST DESIGNERS INITIALLY BALK AT OFF-THE-SHELF GENERATIVE DESIGN SOFTWARE. BUT

WHAT IF YOU WERE ABLE TO CREATE YOUR OWN GENERATIVE DESIGN TOOLS AND CUSTOMIZE

THEM PER PROJECT TO SUIT YOUR OWN PARTICULAR GOALS AND AESTHETICS?

128 HOT-WIRING YOUR CREATIVE PROCESS Interview: Joshua Davis Do you just use one generative design program, or several? At joshuadavis.com, Josh Davis creates and modifi es his own design engines using A single program will usually mutate over the Macromedia Flash’s ActionScript language. He course of a year. I’ll have one that does sine hand-draws a series of source illustrations waves, then it will mutate to draw lines, then and saves them in the computer as vector I’ll start mapping artwork onto those lines. shapes. Then his software arranges, resizes, Once a program is written, it may mutate into makes transparent, colors, and animates them 50 different miniprograms or variations of its automatically based on strict rules that Davis initial base. It never really ends. himself defi nes. The software automatically It’s like saying, “I’m a painter, and for this generates layout after layout until Davis fi nds painting I’m going to use cadmium red, and as one he likes. He then opens that layout in soon as I’m done with this painting I can never Illustrator and proceeds to further refi ne its paint with cadmium red again,” which is ridicu- composition by hand. Davis’s fi nal static design lous. I don’t have to reinvent the wheel every is a combination of hand-illustration, custom time. Everything becomes a mutation off of an programming, and editorial selection. I talked initial base idea. And I come up with four to with Josh about his generative design process. eight base ideas a year.

How much of your design is coding, how much Once you’ve modifi ed the code and it’s is illustration, and how much is having an running the way you like, do you use the eye to see when the whole thing is fi nished? exact design it generates, or do you go behind it and clean the design up by hand? I would love to say I spend more time in one place or another, but really I don’t. My role When the software generates, it’s random, and splits into three—I get to be the programmer, random isn’t always pretty. So it generates the I get to be the designer, and fi nally I get to be initial idea and then I’ll spend a week cleaning the critic and choose what lives and what dies. up stuff, removing stuff, moving things around The longest process is probably the critic, weed- in Illustrator to fi nd that harmony because that ing through the iterations trying to fi nd that harmony might not always be executed from beautiful accident. Writing a program probably the random process. There is a ton of human only takes me two days. Designing artwork may intervention. only take me four days. But I might spend three weeks changing the system, trying to fi nd that perfect composition.

SOFTWARE AND SYSTEMS 129 Joshua Davis designed this cover for Zink Magazine using a combination of his custom generative software and traditional digital illustration software.

130 HOT-WIRING YOUR CREATIVE PROCESS Is the fi nal design ever executed At one point, you talked about creating solely from the random process? software that would parse through the output of your generative software and select the An artwork project I did for BMW was com- iterations that you were most likely to choose. pletely hands-off. I was working with three different colors schemes, and there were 500 That’s something [programmer] Branden Hall unique prints in each color scheme. There’s no and I worked on called Genetic Aesthetic. It way I could do human intervention on every uses a neural network and genetic algorithms single detail. But then that program took the to create a “hot or not” situation. It says, “Rate longest to write. Over the course of two months, this composition I generated on a scale from 1 I had to set up all these checks and balances to 10.” If I give it a 1, it says, “This isn’t beauti- and rules and boundaries—I was programming ful. I should look at what kind of numbers were Josh Davis’s human intervention into the sys- generated in this iteration and record those as tem because I knew I wasn’t going to be able to unfavorable.” You have to train the software. use human intervention. Because the process is based on variables and numbers, over a very short period of time it’s What are you exploring at your experimental able to learn what numbers are unsatisfactory site, once-upon-a-forest.com? and what numbers are satisfactory to that indi- vidual human critic. It changes per individual. once-upon-a-forest is currently about starting graphic design and letting its color and form If you were unable to customize your own mutate over the course of a year. Right now I’m generative software, and you had to use off-the- up to 22 plates of mutation. It’s the same base shelf generative software, would you like it as program that’s been mutating over the course much? Would your work be as good? Would of a year. You can see in the beginning the gen- you still consider the process interesting? erative aspects of the code are very basic. And now it’s gotten more robust because I keep cut- The whole prefab mentality reminds me of ting things away and adding new things on. It Kai’s Power Tools plug-ins for Photoshop. Here never ends; it never feels fi nished. was an extension of an application that allowed you to do things prefabbed, but it didn’t have any longevity. Working that way doesn’t make sense. I don’t mind teaching workshops on how to program, but this idea of writing programs and giving them away for design is not a suc- cessful endeavor.

SOFTWARE AND SYSTEMS 131 Three unique prints from a series of generative designs Joshua Davis did for a BMW promotional campaign. Davis hand-drew the forms from parts of the BMW car. He then programmed the software to control the visual composition of the posters. Each print is its own unique manifestation of the rules of the software engine.

132 HOT-WIRING YOUR CREATIVE PROCESS SOFTWARE AND SYSTEMS 133 Iterations 4, 10, 16, and 22 of Joshua Davis’s experimental Web site, www.once-upon-a-forest. com. As the generative software that creates these compositions mutates, so does the complexity of the compositions. Compositional continuity is still maintained from one iteration to the next because Davis himself draws the source illustrations and governs the mutation process.

134 HOT-WIRING YOUR CREATIVE PROCESS SOFTWARE AND SYSTEMS 135 Why? You used to give away your Flash source fi les for free, and you teach students how to make It just becomes like Kai’s Power Tools. You’re their own generative engines. Are you afraid of one button click away from being Josh Davis. giving away the shop? If someone has the ability But it doesn’t work that way. That kind of to make your tools, why won’t they be as good software doesn’t have longevity because it’s a designer as you? What do you bring to the not customizable. The good thing about know- project in addition to your generative systems? ing programming and being able to modify your ideas is that you’re allowing this soft- In the years I’ve taught workshops and given ware organism that you created to live; you’re away code, I have yet to meet one individual extending its life by adding on to its base fea- who has taken my fi les and replicated exactly tures. If you release something that’s a closed what I do. What I bring to these tools is my environment like Kai’s Power Tools, it only does own creative artistic impression. I have certain a, b, c. It’s cool for about fi ve minutes, and then forms that I like, certain movements that I it doesn’t have any sustainability or longevity in like, a certain balance that I like, certain colors the industry because it’s not extensible. that I like; it’s all about being an artist/designer. Rembrandt could give you his brushes and Having said that, do you feel limited by Flash? paints, but you wouldn’t be able to paint like Rembrandt. Just because I give you my software Flash gets a bad rap because it was initially doesn’t mean you’re going to be able to do what branded and marketed as an tool. I do. You have to bring some sort of creativity to But ideas are ideas, and Flash will help you the table—shapes, colors, forms, balance, chaos, execute your ideas. People think there are these or simplicity. That’s what it means to be a magic applications that will help them execute designer. So I’m not really worried about people creativity, but creativity rests on the shoulders having my code or sharing my code or teaching of individuals. I hate when people ask me, my code. If I give this stuff away to 50 people, “What’s the future of Flash?” Who cares? Flash you’re just going to get 50 different impressions, was magical back in Flash 4. If you had good based on each individual. It’s really all about ideas, you were able to do some amazing things. the individual and the creativity they bring to Focusing on new builds of software deters peo- the tools they use. ple from creating. People think at some point there will be the “auto kick ass” button and everyone will kick ass.

136 HOT-WIRING YOUR CREATIVE PROCESS Grid Systems

The potential impact of generative software on The shape of any horizontal or vertical frame the standard creative process is fascinating to (book page, outdoor billboard, television screen) consider. Still, there is nothing magical about already suggests a grid structure. We rarely the digital computer. It is simply a tool that rap- design for circular or triangular formats. Our idly executes a given set of instructions based formats are almost always rectangular, and on certain conditions. You don’t need a digital rectangles beg to be subdivided into subordi- computer to execute a given set of instructions nate rectangular modules. based on certain conditions. Prior to computer The grid has been around at least as long as software, humans still managed to devise sys- humans have been making books—in the form tems based on rules. The modernist grid is one of a simple manuscript grid (a content area sur- such predigital, rules-based system. rounded by four margins). But leave it to the rational, everything-in-its-place modernists to take grid systems to new and gloriously subtle levels of complexity. The seeds of the modernist grid were sown by architect JL Mathieu Lauweriks as early as 1904. The grid as a formal system was quint- essentially codifi ed by Swiss designer and educator Josef Müller-Brockmann in the early 1960s (the modernist grid is also know as the Swiss grid). Jedi grid master Massimo Vignelli has taken grid systems to thrilling extremes of elegance, function, robustness, and intricacy. And other designers, such as Wolfgang Weingart and Willi Kunz, have deconstructed the formal grid to achieve beautiful, intriguing, expressive results. All grids have four margins and a content area. The most basic grid is the manuscript grid— simply a single rectangular content area in the middle of a page, surrounded by margins on four sides. The margins keep the text in the content area from running into the binding of the book or off the edges of the book. The pro- portion of the margins also adds an aesthetical

SOFTWARE AND SYSTEMS 137 WHAT KIND OF GRID SHOULD YOU USE? IT DEPENDS ON THE NATURE OF

YOUR CONTENT. BUILDING YOUR GRID SYSTEM IS A BACK-AND-FORTH,

TRIAL-AND-ERROR DANCE BETWEEN CONTENT AND PROTOTYPING.

quality to the overall composition of the page. units, then according to the Golden Ratio, your Modernist designers always seek asymmetrical right margin should be 5 units, since 3/5 = 0.6, balance, so your modernist margins should and since 5 follows 3 in the Fibonacci sequence. never be the same size. According to Müller- If your left margin is 2 units, then your right Brockmann, “Lack of contrast is unpleasant and margin should be 3.3 units, since 2/a = 0.6, mak- looks wishy-washy…. Margins of the same size ing a = 3.3. Or just use an even 3 (the next num- can never result in an interesting page design; ber after 2 in the Fibonacci sequence). they always create an impression of indecision Some people swear by the Golden Ratio and dullness.” and others dismiss it as complete garbage. I do Ideally the left and right margins are in think there is aesthetic value to asymmetrical some “correct” mathematical relationship with balance, but that can be achieved with any ratio each other. This relationship is sometimes other than 1:1. For example, a left margin of 2 based on the quasi-mystical proportions of the units and a right margin of 4 units (a 1:2 ratio) Golden Ratio (a.k.a. Golden Section, Golden might work perfectly well. The Golden Ratio is Mean, Divine Proportion). To fi nd it, take a line groovy because it’s not perfectly divisible (the and divide it unequally into two sections so that the short section is to the long section as the long section is to the undivided line. If we call the long section a and the short section b, the ratio is expressed as a:b = (a + b):a. So for example, if the entire line is 8 units long (a + b = 8), to achieve the Golden Ratio, the long part of the line needs to be 5 (a = 5), making the short part 3 (b = 3). The short part divided by the long part (b/a) should equal about 0.6. The whole numbers that work neatly in this equation happen to be part of a Fibonacci sequence—a series of numbers in which each number is the sum of the two preceding num- bers (1, 2, 3, 5, 8, 13, 21, and so on). Who cares and what does this have to do with your margins? The simplest way to apply the Golden Ratio to your grid (and there are Facing pages of a manuscript grid layout with Golden Ratio proportions applied to opposite margins. The fact many more convoluted ways) is to apply it to that the top (head) margin and the outer margin are your margin widths. If your left margin is 3 the same width further harmonizes the composition.

138 HOT-WIRING YOUR CREATIVE PROCESS true Golden Ratio is an irrational number closer also called the typographic grid.) Areas of to 0.618) and yet it still contains within itself a continuous type have texture, tone, and rhythm. kind of subtle, organic symmetry. Does simply The forms and counter-forms of the typeface applying the Golden Ratio to some microcosmic are related to the size of the type, which is aspect of your design automatically impart its related to its tracking, which is related to its groovy mathematical essence to your visual line length, which is related to its leading. All of aesthetic? No. these aspects combine to give your typographic Your margins have to harmonize with the area a certain character (texture, tone, and typography of your content area. All compo- rhythm). The margin proportions that best bal- sitional grid decisions are intimately related ance, accentuate, and harmonize the character to your typography. (The modernist grid is of the type in your content area are the “correct”

Books on Grids

Of all the things I teach my freshman design responsibility.” And I love this gem of a state- students, the one that most improves their work ment: “A sensitive interplay between good type is the grid. Unfortunately I’m only able to scratch design, type size, regular spacing between let- the surface of grids in this section. My favorite ters and words and open leading can make the books on the grid are Josef Müller-Brockmann’s formal pattern of a poem into an artistic event.” classic Grid Systems in Graphic Design: A Visual Hear Hear! Communication Manual; Willi Kunz’s Typography: Willi Kunz’s book is in the same vein as Macro- and Microaesthetics; and Timothy Müller-Brockmann’s, but from a more deconstruc- Samara’s Making and Breaking the Grid: A tive perspective. Like Grid Systems in Graphic Graphic Design Layout Workshop. Design, Typography is opinionated and written Start with the Müller-Brockmann. He cuts to by a master who uses his own meticulous work the chase and breaks it all down very practically. as fi gure examples. As a bonus, Grid Systems in Graphic Design Samara’s Making and Breaking the Grid regularly evinces the author’s earnest modern- serves to harmonize and integrate these other ist optimism. For example, Müller-Brockmann two texts. It contains a concise history of the writes, “The systematic presentation of facts… modernist grid and a plethora of commercial should, for social and educational reasons, be examples of grid construction and deconstruc- a constructive contribution to the cultural state tion, complete with diagrams and commentary. of society and an expression of our sense of

SOFTWARE AND SYSTEMS 139 proportions. As such, correct margin widths multiple modules as long as its rectangular can’t be formulaically decided without careful edges align with the outer edges of the modules consideration of your typography. that contain it. Furthermore your margin widths should be Font size and line leading (the space appropriate to the purpose of your publication. between lines of type) are particularly impor- A novel will have wider margins than an offi ce tant in modular grid design. The height of any supply catalog. Generous margins look luxuri- individual module plus its neighboring horizon- ous and impart to the text a certain import, but tal gutter should be evenly divisible by the font margins that are too large can seem like you’re size plus its line leading. Often the horizontal padding pages because you don’t have enough gutter is sized to contain a single line of body content. copy type plus its line leading. This intentional The manuscript grid is the simplest kind of mathematical relationship ensures that photo- grid, yet it illustrates well the subtleties inher- graphs and fi gure captions will align precisely ent in grid systems. How can you successfully with any adjacent lines of body text. Every ele- use the grid without a working knowledge ment of the design is initially harmonized to of typography? More to the point, how can I the grid so that a continuity of design is main- impart to you a working knowledge of typogra- tained throughout the publication, regardless of phy in a couple of paragraphs? I can’t. Suffi ce to the variety of its content. say that typography and grid systems are intri- There are all sorts of combinations and vari- cately related. ations of these three basic grid structures, and Slightly more complex than the manuscript each basic structure can be implemented in grid, the column grid contains two or more col- many different ways. For example, not all mod- umns in its content area. Vertical gutters sepa- ules in a modular grid have to be a uniform size. rate the columns. Text goes into the columns, Furthermore, modules may be subdivided and and photography can be sized and cropped to regrouped for different purposes per spread. fi t the width of a single column or to span mul- What kind of grid should you use? It tiple columns and gutters. depends on the nature of your content. Building Even more complex is the modular grid, your grid system is a back-and-forth, trial-and- sexiest of all grid structures. In addition to error dance between content and prototyping. vertical gutters, horizontal gutters are added, First get your hands on as much of your content dividing the content area into discrete mod- as possible. Next begin looking for extremes. ules. Modules may then be grouped into con- What is the longest header? What is the short- tent “fi elds” and used to house similar content. est fi gure caption? How tightly can I crop these Ragged right text may span multiple modules images before they cease to be recognizable? as long as its left-justifi ed edge aligns with the Next build a best-guess prototype grid sys- left edge of a module. Photography may span tem based on your observations and populate

140 HOT-WIRING YOUR CREATIVE PROCESS Single page of a simple two-column grid layout. Single page of a basic modular grid layout. Incidentally, the opposite margins are based I simply added three horizontal gutters to the two-column on a 1:2 ratio, and they look just fi ne. grid layout to create eight modules of equal size.

it with some real content. Sit back and ask your page compositions so that the pace of your yourself, “Does it look good? Is it too cluttered? publication is lively and compelling. If you’ve Is it too monotonous? Is it too chaotic? Is it designed your grid system well, it will automat- robust enough to accommodate the extremes ically give your publication a kind of subcon- of my content?” If you see problems (and you scious continuity. Your job as a compositor is to will), go back and modify your prototype grid make sure that this continuity doesn’t turn into system to address those problems, repopulate it monotony. with content, and make new observations. Page A word on complexity: A fi ne-meshed grid layout software is your new best friend in this with 64 modules is harder to control than a laborious process. course-meshed grid with only 9 modules. Grids Once you’ve customized your grid system to are meant to simplify, not complicate. Only your satisfaction, the next step is to fully popu- make your grid system as complicated as your late it with your content. Even in this, you have content requires. Don’t use a modular grid sys- to be creative. You want to vary the rhythm of tem when a column grid system will do.

SOFTWARE AND SYSTEMS 141 A word on structural visibility: Just because your layout is based on a grid doesn’t mean that the structure of your grid will be automati- cally apparent once you hide your guidelines. Your grid’s structure is only made visible by the content you align to it. The more sparsely and irregularly you populate your grid with content, the less visible your underlying grid structure will be. A good compositor capitalizes on this principle to vary the pace of her layout. Some spreads should be dense and regularly popu- lated with content, reinforcing the underlying A hierarchical grid layout for a Web site. The structure of the grid. Other spreads should be fi elds are positioned and sized based on the nature of the content they contain rather than populated with content sparsely and irregularly, on strict mathematical proportions. downplaying the underlying grid structure and opening up the layout. A word on media: The grid is most advanta- geously applied to books, magazines, corporate identity systems, a series of publications, a These fi elds are arranged in a meaningful, hier- series of posters for an organization—any proj- archical relationship to each other. ect in which multiple pages of content need to Strict multicolumn grid layouts don’t really have a unifi ed look. What about a one-off poster work on the Web. You don’t want to split up or CD cover that’s not part of a larger series? your body copy into two columns or your reader You can still use the grid to achieve composi- will have to scroll back to the top of the window tional balance or an intentionally allusive mod- to fi nish your story. It’s fi ne to have multiple ernist style. columns in your hierarchical Web grid, but Grids are particularly applicable to Web each column should have its own discrete type design because a Web site is really just a single of content—for example, main body copy in one project with a series of digital pages that need column and sidebar copy in a second column. to have a unifi ed look. For Web design, author Strict modular grids don’t really work and designer Timothy Samara suggests using a for Web design because they are based on a hierarchical grid, a looser grid made up of fi elds fi xed module height size that is mathemati- containing different functional content—header cally related to a strictly controlled font size. fi eld, main menu fi eld, submenu fi eld, body But HTML and CSS fonts are displayed at copy fi eld, featured product fi eld, or other. slightly different sizes depending on the user’s

142 HOT-WIRING YOUR CREATIVE PROCESS operating system, and the user can always and bombastic, they took it upon themselves choose to drastically resize your fonts at the to banish all superfl uous ornamentation from click of a browser button. Web design calls for the practice of graphic design. Consequently a looser, less-rigid grid structure: the hierarchi- the modernist grid was meant to incorporate cal grid. typography, photography, geometric lines, and A word on breaking the grid: You don’t have little else. By simply including some organic, to religiously adhere to grid systems in order to nongeometric ornamentation and allowing it benefi t from them. If you dare, you can break to lasciviously meander across the gutters from the grid. I’m not talking about intuitive free- one grid module to another, you effectively form spatial layout. That’s more like ignoring “break” the grid. the grid altogether. Instead start with a grid Extreme grid enthusiasts hail grid systems structure and intentionally depart from it in as the next best thing to sliced bacon. Extreme some interesting visual way or for some larger grid critics blame grid systems for all that is conceptual purpose. Let the formal, semiotic, mindless, mechanical, and boring in the world or conceptual nature of your content push the of design. Like generative software, grids are standard modernist grid beyond its limits until neither magical nor evil. They are simply one you arrive at a deconstructed, post-grid layout. more tool in the designer’s toolbox. Müller- Foundational free verse poets such as Walt Brockmann rightly observes, “The grid system Whitman, Ezra Pound, and T. S. Eliot began places in the hands of the designer no more with an intimate knowledge of metered verse. and no less than a serviceable instrument, Likewise, all good deconstructed grid design which makes it possible to create interesting, begins with an intimate knowledge of the grid. contrasting, and dynamic arrangements of pic- It’s probably harder to write good free verse tures and text but which is in itself no guaran- than good metered verse. Likewise it’s probably tee of success.” Like the creative process itself, harder to break the grid well than to make the grid systems work, but you’ve got to work them. grid well. Proceed with caution. In truth, you don’t have to deconstruct the grid architectonically in order to break it. Because modernist designers were so square

GRIDS ARE PARTICULARLY APPLICABLE TO WEB DESIGN BECAUSE A WEB SITE IS REALLY JUST A

SINGLE PROJECT WITH A SERIES OF DIGITAL PAGES THAT NEED TO HAVE A UNIFIED LOOK.

SOFTWARE AND SYSTEMS 143 Nonstandard [Ab]Use of Standard Software

Designer Bruce Mau observes, “The problem and continue the process. It was an old-school with software is that everyone has it.” The form of machine-aided collage. easier Photoshop makes it to bevel, chrome, Photoshop allows you to do much more drop-shadow, and lens-fl air typography, the robust layer experimentation without having to more unrestrained bling proliferates through abuse your local copying machine. Several ana- the lower ranks of hobbyist design. Still, you log drawing exercises incorporate tracing paper. don’t need to program your own generative Turn the opacity down on a Photoshop layer software in order to use “standard” design soft- and you’ve got digital tracing paper. Silhouette, ware experimentally. Just understand that the scale, and rotate two formally disparate but built-in special effects that software manufac- symbolically related subjects on separate, semi- turers tout as “experimental” are the very ones transparent Photoshop layers. Superimpose one you want to avoid. on top of the other, looking for positive/negative Simple layers are one of the most funda- patterns and relationships. mental but amazing features of Photoshop and Scale the same object to a number of differ- Illustrator. Try designing in Photoshop using ent sizes; place each scaled instance on a sepa- just one layer, and you’ll quickly appreciate rate, semitransparent layer; and rearrange their their power. When I was in high school (in the location, looking for interesting visual relation- mid-1980s), I spent hours making abstract art ships. Revisit and modify each layer’s transpar- with my mom’s Xerox machine. The primary ency and see what new patterns emerge. techniques were layering, reversing, scaling, til- Another way to capitalize on the power of ing, cutting out transparent areas, and varying layers is by dividing your overall composition printer tone. I would rerun the same poor sheet into discrete sets (foreground, middle ground, of paper through the machine, submitting it to and background, for example). Rather than try- all sorts of abusive permutations, until it fi nally ing to balance 15 individual design elements, ripped. Then I would make a fresh copy of it break your elements up into three sets of fi ve, balance fi ve elements at a time, and then bal- ance the three sets with each other. Since each set is harmonized with the same grid, all three WITH EVERYONE RUSHING FROM ANALOG should ultimately synchronize. Use a different layer group in Photoshop for each set. Work TO DIGITAL, TRY PILOTING YOUR PROCESS with one layer group at a time, turning off the visibility of the other two. According to Willi IN THE OPPOSITE DIRECTION. EITHER Kunz, “In an optimum solution, each visual THAT OR USE DIGITAL TOOLS TO DO layer should be effective on its own.” Then turn on the visibility of all three. You will still have THINGS THEY WEREN’T MEANT TO DO. to fi ne-tune your fi nal composition, but this is a

144 HOT-WIRING YOUR CREATIVE PROCESS Xerox art self-portrait of the author, age 16. If Xerox machines were the tricycle of automated, multilayered collage, then Photoshop is the Rolls Royce.

SOFTWARE AND SYSTEMS 145 IF FOR NO OTHER REASON, GRIDS ARE USEFUL BECAUSE THEY GIVE YOU SOMETHING

TO DECONSTRUCT. AN IMPERFECT THEORY CAN STILL GIVE RISE TO AN EXCELLENT VISUAL

SOLUTION, JUST AS A PERFECT THEORY CAN STILL LEAD TO A SAFE, PEDANTIC SOLUTION.

clever way to keep from getting compositionally from analog to digital, try piloting your process overwhelmed. in the opposite direction. Another happy feature of Photoshop is tiling. Either that or use digital tools to do things Select what you want to tile and then choose they weren’t meant to do. The godfather of Edit > Defi ne Pattern from the menu. Then fi ll grunge design, David Carson, uses digital soft- your canvas with your selected pattern. Celtic ware to create distorted planar forms. Bézier and Arabic scribes spent laborious days hand- curve spline handles are a standard design soft- drawing the same repeating ornamental pat- ware interface element that allows the manipu- terns. Today we are able to fi ll any background lation of vector shapes. But once the shapes with tiling ornamentation in an instant. I like to have been manipulated and saved, the spline tile stuff—entire photographs, closely cropped handles disappear in the fi nal rendered output. sections of photographs, full illustrations, Carson includes his spline handles in his fi nal extreme details of illustrations, typographic design by taking screenshots of his software forms, abstract lines, anything. Tiling can create interface window. This technique conceptually fascinating patterns from even the most banal deconstructs the creative process by revealing source material. Observe the patterns that its hidden details in the fi nal product. emerge, trace over them, and create your own All these experimental approaches can be abstract ornamental forms. applied to nondigital tools as well. Computers I know I said to avoid Photoshop fi lters, but don’t ensure experimentation, but they cer- here is a technique that attempts to put them tainly don’t preclude it. The more things that to good experimental use. Apply Photoshop fi l- can go wrong with a process, the more things ters to your source images and print the results. you can tweak to your experimental advantage. Then try to copy the prints from scratch using And a lot of things can go wrong with graphic analog media (pencils, pens, paints). Unless you design software. are a perfectly meticulous painter, your fi nal results will be different, more human, and pref- erable to the digital “originals.” Director Michel Gondry’s nondigital special effects inspired this technique. In an era when every other Hollywood blockbuster is awash with digital effects, Gondry’s old-school effects (Eternal Sunshine of the Spotless Mind) have a peculiar visual immediacy that makes them immedi- ately distinguishable. With everyone rushing

146 HOT-WIRING YOUR CREATIVE PROCESS The Art of Design

Discussion of software and systems always leads back to this question: Wherein lies the “art” of design? If your design skills are too closely allied with and dependent on a specifi c technology, beware. Manuscript cal- ligraphy, Gutenberg’s letterpress, Linotype machines, phototypesetting, desktop publishing, Flash vector animation, After Effects motion graphics—all these things shall pass, making way for whatever design technology is next. What endures is the designer’s eye, hand, mind, and soul. Tools are just tools. They work for you, not vice versa. Don’t be afraid to exploit any and all technologies in the service of your conceptual and aesthetic goals. Likewise don’t be afraid to adopt and exploit systems, even if they are based on premises with which you disagree. You don’t have to buy into modernist ethics to benefi t from the modernist grid. So much of design is about limiting your options, which are initially infi - nite. It helps to start with some angle, aesthetic, foundation, theory, or system. If for no other reason, grids are useful because they give you something to deconstruct. An imperfect theory can still give rise to an excellent visual solu- tion, just as a perfect theory can still lead to a safe, pedantic solution. So much depends on the interplay between the theory, the designer, and the design problem. Don’t hesitate to retool grid systems for your own peculiar aesthetic David Carson poster design for the Atlantic Center for the Arts. purposes. As we say in the South, “Drive it like Carson warps planes into 3D space and leaves his Bézier curve you stole it.” spline handles showing, intentionally revealing his sleight of hand.

SOFTWARE AND SYSTEMS 147 THERE’S A WORLD WHERE I CAN GO AND TELL MY SECRETS TO IN MY ROOM, IN MY ROOM IN THIS WORLD I LOCK OUT ALL MY WORRIES AND MY FEARS IN MY ROOM, IN MY ROOM DO MY DREAMING AND MY SCHEMING LIE AWAKE AND PRAY DO MY CRYING AND MY SIGHING LAUGH AT YESTERDAY NOW IT’S DARK AND I’M ALONE BUT I WON’T BE AFRAID IN MY ROOM, IN MY ROOM

— THE BEACH BOYS

148 HOT-WIRING YOUR CREATIVE PROCESS 8 MAINTAINING A PERSONAL DESIGN PLAYGROUND

One of my mantras has always been: When I say, “fail,” I don’t mean that you “Everybody needs a place to fail.” One should sabotage yourself intentionally day I will get around to making the every time you design (although that bumper sticker. I’m not advocating might be an interesting experiment). I failure in and of itself. I’m talking about simply mean you should blatantly risk having a pressure-free environment failure, which will inevitably mean some that encourages free play and daring actual failure. Now obviously you don’t experimentation without fear of failure. want to fail on a client project. Every- In country music songwriting, there is body needs a place to fail, but that’s not a fi ne line between the sublime and the it. One way to keep commercial failure sappy. The trick is to get as close to that at bay is by allowing yourself ongoing line as you can without crossing over. room to fail in a less risky context. You have to risk sappiness to achieve sublimity. The same may be said of great design. You have to risk failure to achieve success.

149 Playdamage.org experiments with low-resolution animation and subjective narrative. Everybody needs a place to fail, and this is mine.

Randy Nelson, head of Pixar University, the negative space around success.” Think approaches creativity at the animation studio’s about it this way: Failure is the “rough”—or the internal training program as “a team sport” by minefi eld—in which the “diamond” of success- having Pixar’s animators go through sketch- ful design hides. If you’re unwilling to venture ing and brainstorming exercises in groups to into that fi eld, you will settle for passable, safe, overcome their fear of public failure. He says, mediocre design. You may never fl ub it, but “You have to honor failure, because failure is you’ll never nail it either.

FAILING PUBLICLY WILL GIVE YOUR EXPERIMENTAL PROCESS AN ELEMENT OF

EXCITEMENT AND ACCOUNTABILITY THAT MORE ACCURATELY MIRRORS “REAL

WORLD” DESIGN, BUT WITHOUT THE PRESSURE OF DEADLINES AND CLIENTS.

150 HOT-WIRING YOUR CREATIVE PROCESS Playground Rules

Or think about it like this: Ideas are like Now that you understand what I mean by cafeteria plates stacked up in one of those “failure,” you may want to follow some of these spring-loaded dispensers. When you take the suggestions for how to get the most out of your top plate, the next one rises up. One of the personal design playground: plates in that pile is your best visual idea, but Fail publicly. It’s not enough to merely fail it may be buried 20 plates down. The only way in a charcoal sketchbook hidden in your bot- to get it to surface is to “use up” the 19 plates tom drawer. You need to fail in your actual above it. A personal design playground is the professional medium—Web, print, video, perfect place to use up those top 19 plates. whatever—and you need to fail publicly. There Your playground should probably be a is a freeing, confi dence-building, inhibition- Web site, whether or not you do new media destroying strength that only public risk taking work professionally. For instance, if you do can produce. print work, it’s logistically easier to save your Failing publicly will give your experimental fi les as high-resolution GIFs or JPEGs and post process an element of excitement and account- them online than it is to print out posters and ability that more accurately mirrors “real world” put them up around town weekly. Video work design, but without the pressure of deadlines becomes a bit more troublesome online due to and clients. bandwidth restrictions, but it’s still possible at Fail at the medium in which you hope to short lengths and low resolutions. improve. If you want to improve your Adobe Since 2000, playdamage.org has been my Photoshop skills, work in Photoshop and export personal place to fail. I began it as a way to your fi nished experiments as image fi les. If experiment with unorthodox DHTML tricks, and you want to improve your Macromedia Flash I still keep adding to it years later because there skills, work in Flash and export your experi- are creative things I want to explore that simply ments as SWF fi les. By all means, feel free to can’t be explored in any other forum. keep a personal sketchbook in addition to your playground. Regular sketching keeps your hand and eye in practice, and even if you’re not an illustrator by trade, sketching can’t help but improve your design work. But a playground is something beyond a sketchbook, something more polished and closer to fi nished. Take each playground piece to full completion, or at least make it complete enough to upload for some- one to see. Going beyond the thumbnail/sketch- book phase of design on a regular basis in an

MAINTAINING A PERSONAL DESIGN PLAYGROUND 151 DON’T TRY TO SIMULATE COMMERCIAL PROJECTS OR COMMERCIAL CONSTRAINTS. WORK WITH

CONTENT THAT INTERESTS YOU PERSONALLY. IT’S A PLAYGROUND, NOT A WORK CAMP.

program at Auburn University’s Rural Studio that allows students to design and construct ingeniously effi cient, low-cost structures that meet the practical needs of the surround- ing rural community. Architect David Baird regularly takes his Louisiana State University architecture students to a squatter settlement in the border town of Renosa, Mexico, to build improved housing out of concrete, tin cans, and found materials. These projects are more than just mere design playgrounds. They are providing real solutions to challenging social problems. Still, if nothing else, architects can build tree houses, doghouses, or even (appro- priately enough) actual playgrounds. As long as the experimentation extends beyond mere blueprints and into 3D space. Fail anonymously. Remember, this is not your online portfolio. There shouldn’t even be a The Yancey Tire Chapel in Sawyerville, Alabama is a link from your online portfolio. If you can afford quintessential example of low-budget, experimental to, choose a completely different URL for your architecture. Student architects Steven Durden, Thomas playground. If you’re extremely paranoid—or Tretheway, and Ruard Veltman of Auburn University’s Rural Studio constructed this striking chapel out of recycled just for fun—register your domain name under tires, salvaged beams, tin, and rocks from a nearby river. a pseudonym. Design technologist Joshua Davis maintains www.once-upon-a-forest.com in the persona of a mysterious artist named Maruto. He’s not paranoid; it’s just for fun, to explore experimental design work he wouldn’t other- experimental way makes you that much more wise explore in his everyday persona. You don’t confi dent to risk greatness on your next com- have to create an alter ego in order to maintain mercial mock-ups. a design playground, but keeping your play- Even architects can risk failure in their ground separate from your commercial portfo- actual 3D medium without having to acquire a lio will encourage you to risk more and fear less. large commercial building contract. In Alabama, Fail early. Don’t wait until your skills are visionary architect Sam Mockbee pioneered a more polished before you start or you’ll never

152 HOT-WIRING YOUR CREATIVE PROCESS In these testpilotcollective.com splash pages from November 4 to13, 2003, the same basic layout is explored using a variety of typefaces, type sizes, textures, layout directions, and color schemes. The goal is not the production of a masterpiece but the growth of the designers.

MAINTAINING A PERSONAL DESIGN PLAYGROUND 153 EXPLORING WHAT DOESN’T WORK CAN BRING YOU ONE STEP CLOSER TO WHAT DOES WORK.

BESIDES ALL THAT, SOMETIMES IT’S SIMPLY FUN AND CATHARTIC TO DO THINGS “THE WRONG WAY.”

start. There’s an old hymn that says, “If you tweaking it. If another design approach fi zzles tarry ’till you’re better / you will never come at out and dead-ends, that’s one less path you’ll all.” Come as you are and start there. Your play- have to head down only to discover that it ground isn’t the opening night of a ballet; it’s doesn’t work. Later, in a commercial setting more like rehearsal. with a tight deadline, knowing what not to try Fail often. Update your playground as regu- can be half the battle. larly as opportunity allows. For more than fi ve Fail with fun content. Don’t try to simulate years, the three designers at testpilotcollective. commercial projects or commercial constraints. com put up a new splash page for their digital Work with content that interests you person- typography Web site every day. That’s over 1,825 ally. It’s a playground, not a work camp. Some separate designs. Don’t wait until you come up designers might even be tempted to think of with work that blows people away. This is not a their playground as “art.” It may well be art polished portfolio; it’s an ongoing experimental (depending on how you defi ne art), but art design laboratory. Former Disney imagineer and comes with its own sets of expectations and brainstorming guru C. McNair Wilson says the pressures. It might be safer not to call it much best way to have one good idea is to have 300 of anything at all. “Media experimentation ideas. Self-censoring and editing can come later. locale” will do in a pinch. Create fi rst, and create a lot. Fail ephemerally. Don’t feel obliged to Fail compulsively. Now is the time to explore archive your playground work. When Mike specifi c design avenues exhaustively. Is there Cina began www.trueistrue.com, he completely any way to make Times New Roman look fresh replaced each piece with a new one. As a visi- and sexy? Are you any good at hand illustra- tor, if you didn’t want to miss a piece, you had tion? How about vector illustration? How about to visit regularly because there was no index of animation? Get on a particular design track previous works. Of course, Cina was archiving and run it into the ground. Graphic designer all these pieces on his hard drive and they S. Bradley Askew is infamous for exhaustive were later released on a CD-ROM. The point is, experimentation with the same color schemes it’s the process that’s most important, not any and typefaces at www.hellmedia.com. After the single fi nished piece of work. twentieth screen of yellow and baby blue, I’m An alternative method is to work series by personally ready to move on. But it’s not about series. Each new series marks a new explora- me as the visitor. It’s about the designer’s per- tion. Leave your work online until you have sonal explorations. fi nished with that series and then remove it to If a certain design approach keeps yielding begin a new series. Or you can leave all your fruit, you know you’re onto something. Keep work online and archive it according to series.

154 HOT-WIRING YOUR CREATIVE PROCESS Designs that compulsively explore a Day-Glo dead-end from S. Bradley Askew’s playground, www.hellmedia.com. If Askew can make this color scheme work, imagine what he could pull off in a nice burgundy and teal.

MAINTAINING A PERSONAL DESIGN PLAYGROUND 155 Mike Cina’s www.trueistrue.com circa 2002 is an elegant example of an unapologetically cryptic interface. Clicking on a color swatch triggers a unique animation that overwrites the entire grid. There are over 14,000 possible combinations, all of them counterintuitive.

156 HOT-WIRING YOUR CREATIVE PROCESS Fail cryptically. Your playground is not be a way to attract new commercial work that obliged to make sense. Some interactive design- is more experimental and may be more “up ers use their playgrounds to experiment with your alley” than other work in your commercial antinavigation, intentionally attempting to portfolio. Just don’t let your playground become disorient their visitors. Exploring what doesn’t a portfolio-building tool, or you’ll defeat its pur- work can bring you one step closer to what pose. Any successes should be seen as happy does work. Besides all that, sometimes it’s sim- accidents. And if no smashing successes ever ply fun and cathartic to do things “the wrong materialize, no worries. It’s a playground. Keep way.” Your playground is a place to get such playing. horseplay out of—or into—your system. Fail unobligatedly. Don’t let your playground become a burden or a drain. That takes the “play” out of it and defeats the whole purpose. If it gets old, take a break from it. Avoid impos- ing regular update schedules on yourself unless regular experimentation is one of your self- improvement goals. Set your online playground up so that it’s easy to update. Many online design playgrounds are simply a series of image fi les linked one to another in reverse chrono- logical order. Simply put up the new image and link it to the last one. Don’t kill yourself worry- ing about usability or accessibility. Remember: This is not commercial work; it’s more like per- sonal design therapy. Archive success. If any experiments happen to succeed, feel free to save those pieces and link to them from your commercial portfolio. You might want to create a special section for them called “personal experiments.” This can

ONGOING PLAYGROUND EXPERIMENTATION KEEPS YOUR DESIGN WORK FROM BECOMING TOO

STILTED AND FORMULAIC. IT INJECTS YOUR PERSONALITY AND PERSPECTIVE INTO YOUR DESIGN STYLE.

MAINTAINING A PERSONAL DESIGN PLAYGROUND 157 Playground Advantages

With commercial deadlines constantly looming, them compulsively in the safety of your own why waste time on experimental graphic design playground. that doesn’t pay the bills? Because it’s not a Playgrounds allow you to develop and waste of time. Think of your design playground advance your own design style. It takes a com- as a professional development laboratory, bination of experimental lab work (playground which will eventually result in your ability to tweaking) and actual fi eld experience (com- pay even more bills! Here are several good rea- mercial work) to develop as a great designer. sons to maintain a personal design playground: Ongoing playground experimentation keeps Playgrounds instill boldness. Olympic gym- your design work from becoming too stilted nasts practice their routines hundreds of times and formulaic. It injects your personality and before performing them in competition. This perspective into your design style. This is as it doesn’t guarantee their competition perfor- should be. mances will be fl awless, but it does give them Playgrounds also allow you to track your the confi dence to attack their routines boldly, growth as a designer. Flipping back through without fear of falling. It’s true that overconfi - your playground work over the years is a help- dence can lead to bad design, but timidity inevi- ful means of self-assessment. If you observe tably leads to horrid design. yourself falling back on the same obvious solu- Playgrounds allow you to amass a catalog tions, you can challenge yourself to explore new of successful design approaches. None of your directions. playground work will be perfectly suitable for Playgrounds allow you to receive critical commercial design in and of itself, but some feedback from the online design community. of the techniques you’ve explored will be read- Once you’ve put up a decent amount of work ily adaptable to various commercial projects. at your playground, submit its URL to an online And they will be your techniques, not someone design community site. (Several sites are listed else’s. You will own them. You will be comfort- in the back of this book.) Then somewhere on able implementing them on commercial pro- your playground, include an e-mail link so visi- jects because you will have already explored tors can send you feedback. The feedback may

DESIGNER MILTON GLASER SAID, “PROFESSIONALISM AS A LIFETIME ASPIRATION

IS A LIMITED GOAL.” DESIGN PLAYGROUNDS ARE VEHICLES TO HELP YOU MOVE

BEYOND MERE PROFESSIONAL COMPETENCE AND ON TO SOMETHING GREATER.

158 HOT-WIRING YOUR CREATIVE PROCESS be encouraging, discouraging, banal, instruc- which can inspire you to push your commercial tive, or just plain ridiculous. The point is that projects beyond merely competent because you you’re getting free feedback from people other can’t wait to get back to work and try out the than your coworkers and clients, and they’re new design approach you just discovered over commenting on experimental work that you the weekend. Ultimately, the reclamation of may never show to your coworkers or clients. your professional passion and purpose is worth Of course, take it all with a grain of salt; not the extra time. everyone with an Internet connection is a com- In a 2001 talk at an AIGA conference in petent design critic. Take what you can use and , designer Milton Glaser made this bold leave the rest. statement: “What is required in our fi eld, more Playgrounds can lead to interesting com- than anything else, is the continuous transgres- mercial work. The London-based design fi rm sion. Professionalism does not allow for that Hi-Res began its new media career with an because transgression has to encompass the online playground called soulbath.com. That possibility of failure and if you are professional experimental playground site landed Hi-Res your instinct is not to fail, it is to repeat success. a gig to design the even more experimental So professionalism as a lifetime aspiration is a movie promotion site www.requiemforadream. limited goal.” Design playgrounds are vehicles com, and it’s been a successful commercial ride to help you move beyond mere professional ever since. Hi-Res designers started off doing competence and on to something greater. the kind of experimental work they enjoyed, and that attracted the kind of commercial work they enjoyed. Of course, Hi-Res also happens to be a group of absolutely brilliant new media designers, and not every playground leads to a gig with Artisan Entertainment, but it could happen. Playgrounds keep you passionate about design. Some people are reading this think- ing, “I work all day in Illustrator; the last thing I want to do when I get off work is come home and open up Illustrator.” But playground design is an entirely different animal because you’re in complete control. It can inspire you to remem- ber why you got into design in the fi rst place,

MAINTAINING A PERSONAL DESIGN PLAYGROUND 159 Hi-Res built an experimental playground at www.soulbath.com, which eventually led to commercial work designing www.requiemforadream.com. Both sites employ intentionally disorienting Flash interfaces to compelling narrative effect.

160 HOT-WIRING YOUR CREATIVE PROCESS Dustin Hostetler’s upsod.com is a playground of experimental illustration in which faces, hands, and skulls fi gure prominently. The face and hands are his. I’m not sure about the skull.

Playground Interview: Dustin Hostetler of upsod.com

Dustin Hostetler is an illustrator and graphic reaches 50 illustrations, he archives those 50 designer who has maintained a personal design and begins a new batch. The illustrations range playground at upsod.com since 2000. Upsod from fi gurative to abstract, with an inordinate stands for United Planets Space Organization emphasis on hands, faces, and skulls. I asked Diary (in case that wasn’t immediately him about his playground and the infl uence it apparent). www.Upsod.com is arranged in has on his commercial work. batches of 50 illustrations. When Hostetler

MAINTAINING A PERSONAL DESIGN PLAYGROUND 161 Dustin Hostetler: Poster design informed by experimental work at upsod.com. Playground work may not be overtly practical, but it positively affects your practical design skills.

UPSOD HISTORY AND PRACTICE won’t see a shitty image on the front page. In that way, I am my own audience because if Why did you start upsod.com? I’m not happy with what I have up, I make more work. Sometime during 2000 I realized I needed a A lot of the pages have become inspiration Web site. I had just been to Flashforward [a for other projects, like my band’s CD covers. Macromedia-sponsored Web design conference] In that way, my friends are also my audience and was totally blown away by all these really because they can visit my archives and say, dynamic personal Web sites. It was a scene I “Can we make our poster or cover look like this immediately wanted to be a part of, but since page?” I had zero Web experience, I needed to make something that was easy for me. Does upsod.com have a regular At fi rst the site was housed at a secret production schedule? address only my friends knew about. I was the fi rst person any of my friends knew who had Initially I told myself I would update it daily. Of a Web site, so every day I would make a small course anyone who tries something like this group of people (including my mom) new things knows it’s very diffi cult to keep up with. As the to look at. versions have progressed, I’ve deemphasized I updated it quite frequently, and if I didn’t the frequency of updates and focused on the keep up with it people would e-mail me and concepts. ask, “What’s up?” Even though these people As far as breaks between versions of 50, were just my close buddies, it really motivated initially I looked forward to the end of each ver- me to keep updating. My audience was small sion because I could immediately start thinking but dedicated, and it got me excited about pro- about the next. Now I take up to a month off ducing work on the computer. I had only gone between versions, so I can reapproach each ver- into design because art school was uninspiring, sion with a clear head. but realizing I could make art on the computer was a real life-changing moment. How much time do you spend executing each screen? Currently, who is your intended audience? One hour max. I don’t really have an intended audience. I put up a lot of work that I’m not very proud of or How do you know when a screen is fi nished? happy with. Then I get motivated to put up something better so that a fi rst-time viewer When I’m sick of looking at it.

162 HOT-WIRING YOUR CREATIVE PROCESS MAINTAINING A PERSONAL DESIGN PLAYGROUND 163 What kind of things do you explore on upsod.com What are some recurring themes that you can’t explore in a physical sketchbook? throughout the whole site?

I currently have fi ve notebooks on my desk, The main theme that continues through- fi lled with to-do lists, doodles, and random out the whole site is me. It really is my diary. phrases. It’s really important to me to put Sometimes the images obscurely document things down “on paper” so I don’t forget any serious emotions I’m having, and sometimes potentially great ideas. But upsod provides me not so obscurely. People often tease me for with a vehicle to make immediately archived using hands so much, but the thing is, the work. In general, working on the computer hands I use are my own. So it is a way for me to allows me to realize my ideas much more bring myself into my work. quickly than I could in my days of paint and pens. UPSOD INFLUENCE ON COMMERCIAL WORK

Do you get ideas for upsod.com beforehand, What is your day job? Do you consider or is it all exploration from the time you yourself mainly an illustrator, a begin working on the computer? designer, an artist, or what?

I may scribble a phrase down in my notebook My day job is creating illustrations for maga- and then come back to it later, but a lot of the zines and doing different design projects with work is still created all at once. I plop in front of my wife, Jemma Hostetler. I consider myself a my computer and just start playing around. professional graphic artist. I don’t usually call myself an illustrator because I am self-taught, How intentionally thematic is each series of and I don’t think it is fair to assume I have the 50 illustrations? Do you set out to pursue talent of someone who has dedicated his life to certain themes and recurring images? this profession. I also don’t usually call myself an artist because even though I am trying more Sometimes I go into a series with an idea, and more to get my work into galleries and like all black and white. But I get bored really out of the computer, for the most part I make quickly, and I tire of my own work quickly as my living by creating graphics in an artsy sort well. So even if there is a theme, it seems to fall of way. apart fast. Upsod.com is generally whatever I’ve been exploring at the moment, sort of docu- mented in diary form.

164 HOT-WIRING YOUR CREATIVE PROCESS Illustrations from upsod.com, Version 9. This particular series explores colors, circles, clustering, and layering.

MAINTAINING A PERSONAL DESIGN PLAYGROUND 165 Has any commercial work come Do you use upsod as a sketchbook for ideas directly from clients seeing upsod? that later turn up in your commercial work?

I don’t think so. I’d like to think at some point Yes, I do. When I went to Flashforward in 2000, I will put something on upsod that will inspire one of the big things I took away was a com- an art director to call me, but I haven’t seen any ment Joshua Davis made about his site pray- direct evidence of that happening yet. I tend station.com. He was publicly giving away code to steer people toward my online portfolio at at the time and showcasing a lot of different upso.org for my “professional” client work, and experiments. He said it wasn’t wasted effort on if they like what they see enough to dig around his part because if a client approached him to for more work, upsod isn’t hard to fi nd. work on a project, he may have already created what they needed, and he could basically just How has doing upsod improved your sample himself. That really stuck with me. commercial work? What have you learned about design and illustration from doing it? Will you ever stop doing upsod.com?

Without upsod, I wouldn’t be doing what I do I often think about retiring it, but I know I can’t. today for a living. Upsod encouraged me to That site is the reason I am able to do what I do pursue illustration as more than a hobby. It today for a living, and I owe it to the domain to allowed me to create a body of work (as far as keep it alive and active for as long as I am alive style and assets are concerned), and gave me and active. the confi dence to create an illustration portfolio site. Upsod has also given me a chance to fail enough times that I tend to fail less for clients. It encourages me to try new things publicly, which has kept me on my toes.

166 HOT-WIRING YOUR CREATIVE PROCESS Bpm Magazine cover by Dustin Hostetler. Hostetler has developed a signature illustration style at his playground that is colorful, playful, and particularly suitable to entertainment industry magazines.

MAINTAINING A PERSONAL DESIGN PLAYGROUND 167 Playground Gallery

What does design playground experimenta- Mike Cina of trueistrue.com tion actually look like? It varies widely from designer to designer, depending on personal At www.trueistrue.com, Mike Cina (of the interests, visual style, and chosen medium. design partnership We Work For Them) has Some designers experiment almost exclusively experimented with everything from Flash inter- with typography. Others experiment with illus- action to homemade book deconstruction, but tration. Others experiment with audio, anima- his specialty is typography. Any phrase at all tion, and programming. affords Cina an excuse to get at the heart of the What follows is selected work from four of typeface he is exploring. These minimalist stud- my favorite playgrounds. I chose these particu- ies are beautiful in their restraint and in the lar pieces not because they are the “best” work asymmetrical balance they achieve using type ever done by these designers, but because they as pure form. represent the kind of experimentation that each playground affords.

168 HOT-WIRING YOUR CREATIVE PROCESS

Jemma Hostetler of prate.com

Jemma Hostetler uses prate.com to explore combinations of texture, layout, typography, and photography in search of original, expres- sive design styles. Her abstraction of world maps has produced work more akin to concep- tual art than to commercial design.

170 HOT-WIRING YOUR CREATIVE PROCESS

Curt Cloninger of playdamage.org

Playdamage.org experiments with low-resolu- tion animation and short audio loops. Visit the site to see each of these stills in motion with an accompanying mini-soundtrack. The house rules are that no screen can be fatter than 200K. The challenge for me is to generate as much sensory narrative as possible within these limitations.

172 HOT-WIRING YOUR CREATIVE PROCESS MAINTAINING A PERSONAL DESIGN PLAYGROUND 173 Geoff Lillemon of oculart.com

Geoff Lillemon combines a background in these images are haunting in print, visit the site painting with a disturbingly unorthodox Flash to see them fl icker and sway. Oculart feels like animation style to perpetrate the gorgeous hal- a night out with Toulouse-Lautrec on absinthe- lucination known as oculart.com. If you think soaked mushrooms.

174 HOT-WIRING YOUR CREATIVE PROCESS

Willful Superfl uity

In Civilisation, art historian Kenneth Clark wrote of northern Italian courts of the late fi fteenth century: “It’s only in a court that a man may do something extravagant for its own sake, because he wants to, because it seems worth doing... and it is sometimes through such will- ful, superfl uous actions that men discover their powers.” For better or worse, most of us don’t have the fi nances to provide ourselves with such full-time, courtly leisure. But none of us are so poor that we can’t devote a few occa- sional hours to practice our own “willful, super- fl uous actions.” Personal design playgrounds are safe places of play and experimentation, free from outside censure and nagging self-doubt. Kublai Kahn had his Xanadu, Alice had her Wonderland, Willy Wonka had his chocolate factory, and now you, too, can have your very own play- ground.org. Because, as Willy Wonka so acutely observed, “We are the music makers, and we are the dreamers of the dreams.” Oscar Hammerstein further elaborated, “You got to have a dream, if you don’t have a dream, how you gonna have a dream come true?”

MAINTAINING A PERSONAL DESIGN PLAYGROUND 177 TRY LOOKING AT IT ANOTHER WAY.

—JAMES’S FATHER, JAMES AND THE GIANT PEACH

178 HOT-WIRING YOUR CREATIVE PROCESS 9 THE FIVE REALMS OF DESIGN

Most of us wear several different hats on another. The designer must be aware any given day. I am simultaneously hus- of these realms in order to successfully band, father, son, teacher, friend, writer, balance the demands of a project. artist, designer, musician, and so on. Many of these roles overlap, and some- The fi ve realms are times they compete with one another. Likewise, designers perform multiple Media constraints: Does the design roles. We are media tamers, audience work in the medium? advocates, client liaisons, ethical profes- Audience needs: Does the design sionals, and aesthetic watchdogs of our meet the needs of the audience? projects. Each of these roles operates in Client needs: Does the design meet its own “realm” of design. the needs of the client? Professional ethics: Is the design I propose that there are fi ve design ethical? realms. Each realm overlaps the others, Aesthetics: Does the design look and sometimes they confl ict with one good?

179 The Realm of Media Constraints

First and foremost, a design must work within Know Your Medium Experientially its medium. A Web site that takes forever to load fails because no one will wait around to Roll your sleeves up, get in there, and test the see it. Animated typography that moves too limits of your medium. If its constraints are to fast in a movie title sequence fails because no inform your design approach, you have to push one will be able to read it. Lots of tiny text on a the medium enough to discover its boundaries. highway billboard fails because no one racing There is an unquantifi able aspect of creativity past will be able to read it. that can’t be taught theoretically or concep- New media designer Hillman Curtis discov- tually. It is only discovered by experientially ered this when he pioneered Flash animation pushing actual media around. It is dangerous narrative strategies in the days when Internet to conceptualize design solutions without a bandwidth was low. He found that simply port- working knowledge of your medium because ing a high-resolution video advertisement to the best concepts don’t arise from the void; the Net used too much bandwidth. He had to they arise from an ongoing dialogue with the tell an entirely different kind of animated story. medium. Every movement was precious and had to be Design is a bit like the parable of the blind carefully considered. How much meaning and men feeling the elephant. One man feels the visceral impact could he convey at eight frames body and thinks the elephant is like a wall. per second? In essence, Curtis had to invent Another feels the leg and thinks the elephant is an entirely different kind of motion graphics like a tree. Another feels the trunk and thinks vocabulary, defi ned largely by the constraints of the elephant is like a snake. Another feels the the medium. He developed this new vocabulary tail and thinks the elephant is like a rope. There through experimentation and refi nement. What are so many different types of design (industrial was true for Hillman Curtis and Flash anima- design, packaging design, interactive design, tion is true for any designer in any medium: motion graphics, poster design, book design, The fi rst step to mastering the language of a logo design, corporate identity systems, and medium is to work in that medium a lot. so on), and everybody thinks that their type is design. Yet each design discipline requires different emphases throughout the creative

SENSIBLY BALANCING THE FIVE REALMS OF DESIGN IS ONE WAY TO SUSTAIN THE

CONSISTENT PRODUCTION OF QUALITY WORK THAT YOU’LL WANT TO KEEP DOING.

180 HOT-WIRING YOUR CREATIVE PROCESS process, and many even require different pro- winning. The novelist crafts her words to stand cesses, outlooks, and approaches. An intimate on their own; the painter crafts her images to working knowledge of your design medium will stand on their own. In the context of a hybrid- greatly improve the way you approach your cre- media comic, these independent words and ative process. images would both wind up shouting too loudly, A word on multimedia: Mastering the dis- competing for limited sensory attention. The crete components of multimedia (audio, video, words and images of comics should ideally animation, and interaction) doesn’t automati- meet somewhere in the middle, each yielding cally translate into a mastery of multimedia. to and aware of the other. The same is true of Once these components combine, they take on graphic design. Which explains why great poets a life of their own. For example, the ground- don’t automatically make great marketing copy- breaking movie titles created by designer Kyle writers. Cooper—Se7en, Mission: Impossible, Spider-Man— Even within the prescribed genre of graphic have something in common with print typog- design, different media deliverables require raphy and something in common with digital different design approaches. In 1930 experi- animation. But Cooper’s work is really its own mental design pioneer Kurt Schwitters devised genre—animated type. Hybrid media are always a chart called “New Design in Typography.” In more than the mere sum of their constituent it, Schwitters rated media deliverables from parts. postcards to billboards based on how much And hybrid media don’t necessarily have to each should rely on orientation versus advertis- be “digital media” or “new media.” Any graphic ing. By orientation, he meant something very designer who combines text and images is cre- akin to what we might call usability. By adver- ating hybrid media. Designers need to realize tising, he meant eye-catching graphic design. they are speaking not just a compound lan- According to Schwitters, posters should rely guage but also a hybrid language. Comics guru almost entirely on advertising. Invoices should Scott McCloud says that if a prize-winning nov- rely entirely on orientation. It’s not really elist and a prize-winning painter collaborated important whether Schwitters’s percentages are on a comic, the result would be less than prize universally correct (although they do seem like

MASTERING THE DISCRETE COMPONENTS OF MULTIMEDIA DOESN’T

AUTOMATICALLY TRANSLATE INTO A MASTERY OF MULTIMEDIA. ONCE THESE

COMPONENTS COMBINE, THEY TAKE ON A LIFE OF THEIR OWN.

THE FIVE REALMS OF DESIGN 181 undertake, apply Schwitters’s orientation-ver- sus-advertising criteria prior to the design phase. It will clarify your thinking and help you determine the appropriate design approach to take.

Yield to Media Constraints

One way to react to media constraints is to yield to them, letting them guide your design. The reed that bends with the wind doesn’t break, or so the saying goes. Bauhaus-era designers of the early twentieth century inher- ited the letterpress printing process, which enforced a kind of rigid rectangularity. The frame of the letterpress, the leading, the fi gure An English translation of Kurt Schwitters’ 1930 “New blocks, the designer’s horizontal and verti- Design in Typography” chart. Each deliverable is rated cal rules, and even the individual metal type on a sliding scale, from 100 percent orientation (usability) were all rectangular. Rather than fi ght these to 100 percent advertising (eye-catching design). constraints, Bauhaus designers yielded to them, letting the limitations of letterpress printing suggest a geometric, minimalist visual approach comprised of right angles and bold rules. useful points of departure). What’s important Some contemporary Web designers have is the awareness that each specifi c deliverable yielded to the limitations of the Web and have requires its own unique design approach. arrived at similarly clever design solutions. In Usability fascists and experimental-design designing the online community site k10k.net, extremists still get in ridiculously heated argu- the design fi rm Cuban Council yielded to the ments over whether a Web site should be all limited bandwidth of the Web by using tiny pix- orientation or all advertising. Of course, it elated avatars and non-anti-aliasing, bitmapped depends on the purpose of the site. An online typography. Their site loads quickly, yet still bookstore should rely more on orientation. retains a playful, nonutilitarian charm. This A movie promotional site should rely more pixelated design approach has its roots in old- on advertising. For every design project you school, eight-bit computer graphics.

182 HOT-WIRING YOUR CREATIVE PROCESS The design of k10k.net is partially infl uenced by the bandwidth limitations of the Internet. By adapting an old-school video game aesthetic to the Web, its designers achieve a lot of visual charm and functionality out of a few thin-loading GIFs.

THE FIVE REALMS OF DESIGN 183 coudal.com looks elegant enough to be a classy print magazine, with its intelligent use of typography and generous negative space. But its designers actually use CSS-controlled, browser-generated HTML typography, working within the limitations of the medium to achieve surprising results.

184 HOT-WIRING YOUR CREATIVE PROCESS GREAT DESIGNERS ALWAYS SEEM TO COME UP WITH GREAT DESIGN SOLUTIONS

REGARDLESS OF—OR EVEN BECAUSE OF—THE CONSTRAINTS OF THEIR MEDIUM.

For coudal.com, the design fi rm Coudal thus making it accessible to the most people Partners used the limitations of Web typog- possible, both technologically and aesthetically.” raphy to their advantage. Rather than rely on Mediocre designers complain about how Photoshop-generated, anti-aliased GIF typog- their design would have been better if such raphy for their headers and subheaders, the and such a constraint hadn’t limited their pure, fi rm achieved typographic elegance via CSS- original vision. Great designers always seem to controlled, browser-generated HTML typogra- come up with great design solutions regardless phy. There are a number of visually engaging of—or even because of—the constraints of their contrasts between header and subhead type. medium. Header type is large, serif, one color, and negatively tracked (using the CSS letter-spacing property). Subhead type is small, sans serif, two Fight Media Constraints colors, and positively tracked. These are the same approaches to typographic contrast that You don’t have to give in to media constraints print designers have been using for years, but in order to take advantage of them. Fighting they are implemented at coudal.com within constraints can also lead to creative design the constraints of the online medium. Even the results. I’m not suggesting blindly running Coudal Partners logotype is in HTML. roughshod over obvious constraints. Don’t Late-modernist designer Willi Kunz pur- design a project in full-color CMYK that will posefully limits himself to just one typeface only wind up being printed in grayscale. Don’t (Univers). In his book Typography: Macro- and stream DVD quality video over a dial-up Microaesthetics, he eloquently advocates yield- modem. That’s not fi ghting constraints; it’s bla- ing to constraints: “What initially appear to be tantly ignoring them. I’m suggesting here that constraints can also lead to unexpected solu- once you become aware of your media con- tions…. When problems are too open-ended, straints, try to fi nd a way to overcome them. the dazzling array of possibilities often leads At the same time Bauhaus designers were to confused or chaotic results. A program such yielding to the rectangular limitations of the as a grid system, a series of carefully selected letterpress frame, Dada designers were fi ghting type sizes and weights, or self-imposed techni- to overcome it. For example, in order to set his cal or economic limitations help channel the type at an angle, John Heartfi eld simply poured design process into a more productive and plaster around his angled type and let the interesting course.” Hillman Curtis points out plaster harden into a rectangular block. He was another related advantage of constraints. They then able to fi t the plaster block into the rectan- “purify” design by removing the extraneous: gular grid of the letterpress and print his angled “Limitations can be seen as liberating frame- letters as if they were a woodblock image. works that force you to streamline your work,

THE FIVE REALMS OF DESIGN 185 Designer/illustrator Karen Ingram and U.K. design fi rm Monkey Clan designed this engaging Web site for the U.K. band South. They overcame the rectangular confi nes of the medium by blurring the boundary lines between content sections—hand-drawing illustrations that overlap sections and collaging their photographic elements.

The U.K. design fi rm Hi-Res designed this baroque site for the pop band Ilya. Hi-Res overcame the rectangular limitations of the Web by using Flash animation to draw fl owing, art nouveau lines into an unbounded, fl oating area of negative space. It looks less like a Web site and more like a Toulouse-Lautrec lithograph.

186 HOT-WIRING YOUR CREATIVE PROCESS The Realm of Audience Needs

Look for ways to do what everyone says Ultimately your design is for an audience. Does can’t be done. Set aside your knowledge of the design serve them? Does it effectively com- media constraints and simply envision what municate to them? Does it meet their needs? you would like to accomplish. Then push your This is the most important realm of design media constraints to accomplish your vision. and often the most overlooked. Theoretically I’ve basically just described the develop- your client should understand the needs of her ment of Hollywood special effects, from Ray audience, but she may not understand how to Harryhausen’s stop-motion claymation through best reach her audience via visual communica- ’s early computer-assisted camera tion. That’s why you’ve been hired. In the end, movement to Peter Jackson‘s generative digital if you put your client’s audience fi rst, then you crowd animation. put your client fi rst, because the audience ulti- Web designers face some of the same prob- mately pays your client’s bills. In this sense, you lems that letterpress print designers faced. A really work for the audience. I teach at a state Web image has to be square and type can only university, and my paycheck comes from the be “set” in horizontal rows. To overcome these state. The university vice-chancellor signs my limitations, a number of contemporary Web check. But my collective “boss” is really my stu- designers use hand-drawn illustrations, orna- dents. None of them can fi re me, but without mentation, and typography in conjunction with them, there would be no reason for me to be Flash animation to design more organic, less there. The same is true of your client’s custom- grid-based layouts. ers. No customers mean no client means no Whether you choose to fi ght or yield to the graphic design job. constraints of your medium depends on the Edward de Bono says, “A design is judged to nature of the project, the nature of the con- be satisfactory when it is judged to be satisfac- straints, and your own personality as a designer. tory by those who are to use it.” So although Whichever approach you choose, you can’t do your client actually pays your bills, and either without a working knowledge of the spe- although there are four other realms of design cifi c boundaries of the medium. to consider, your design ultimately succeeds or fails based not on how good it looks to you or how happy your client is with it, but on how well it serves those who are to use it.

SET ASIDE YOUR KNOWLEDGE OF MEDIA CONSTRAINTS AND SIMPLY ENVISION WHAT YOU WOULD

LIKE TO ACCOMPLISH. THEN PUSH YOUR MEDIA CONSTRAINTS TO ACCOMPLISH YOUR VISION.

THE FIVE REALMS OF DESIGN 187 IN THE END, IF YOU PUT YOUR CLIENT’S AUDIENCE FIRST, THEN YOU PUT YOUR

CLIENT FIRST, BECAUSE THE AUDIENCE ULTIMATELY PAYS YOUR CLIENT’S BILLS.

Most Advanced Yet Acceptable Who Is the Audience?

Industrial designer Raymond Loewy coined We know we need to consider the audience. We the maxim of Most Advanced Yet Acceptable know it is our primary concern. But do we know (MAYA). The MAYA principle basically says who our audience is? It’s very tricky to get a big- this: Make your design as advanced as you can picture understanding of an aggregate group of but not so advanced that manufacturers and people. It’s tricky enough trying to understand consumers won’t accept it. For example, the a single individual. Heck, it’s tricky enough just “car of the future” may look so futuristic that it trying to understand yourself. fails to sell today. You want your design to be In this sense, marketing is also a bit like the on the leading edge without going over that parable of the blind men feeling the elephant. edge. It’s the yet acceptable part that considers It’s diffi cult to make sweeping proclamations the needs and tastes of the audience and that across all markets about what kind of designs distinguishes graphic design from art. An artist do and don’t work because each market is dif- ostensibly need not worry about whether his ferent. And with the rise of the Internet and the art is acceptable (although most still do). But targeted micromarketing it facilitates, markets if a commercial graphic designer fails to worry are becoming increasingly fragmented and about whether her design is acceptable, she specialized. should probably start worrying about a new In his essay “Quantum Cats and Mosquito career. Hunting,” Belgian musician and online mar- By defi nition, how can MAYA not be a good keter Gerry De Mol adds yet another wrinkle: idea? You are ahead of the competition but still The individual audience member you are trying attractive to your market. The problem is that to reach may actually transition from demo- MAYA is an elusive goal because there are no graphic to demographic throughout the day. hard-and-fast rules for discovering the most Our activities (and identities) are becoming advanced yet acceptable design for a given increasingly fragmented as our media devices project. Market researchers are forever trying are becoming increasingly mobile, intelligent, to “read” contemporary culture in order to dis- customizable, and interconnected. The target cover where the MAYA line lies, but whenever demographic you are aiming to hit may morph the whims of human taste are involved, sci- into another demographic while your message ence falls short. Sometimes an experienced is still in transit. De Mol writes, “When you call designer’s intuition is worth more than thou- me I’m not where you think I am, and I may not sands of pages of demographic case studies be who you think I am, and I probably am com- and market testing. A wise client will rely on a pletely uninterested in what you think I want. I combination of experienced intuition and mar- want what I want when I want it and you can’t ket analysis. predict it: I’ll decide when to tell you.”

188 HOT-WIRING YOUR CREATIVE PROCESS The Internet has altered the standard rela- Chicago’s 37 Signals’ merging of their develop- tionship between marketer and consumer. ment and implementation phases. To succeed Television and magazines are one-to-many with this approach, you must have some faith broadcast media. But the Internet is a many- in your audience, you have to be honest about to-many medium. Your audience is no longer your mistakes, and you have to have a serious sitting around waiting to be sent content—they commitment to real-time customer support. are publishing their own content. In 1999 an What fi rms like 37 Signals are discovering is engineer, a consultant, a publisher, and a mar- that this approach also builds brand loyalty and keter realized this and teamed up to write customer investment. Your audience is no lon- the now-famous Cluetrain Manifesto: The End of ger merely a target to hit; they are now helping Business as Usual. The manifesto proposes that you improve the product they are using. What markets are now more like conversations. This you lose in control (control that wasn’t really means marketers can no longer simply broad- doing you much good anyway) you gain in cus- cast; they now have to dialogue. And 50 percent tomer buy-in. of dialogue involves listening. Another result of the Internet’s many-to- This new paradigm can be good news. You many nature is that companies can be held no longer have to simply guess what kind more accountable. If a product is good, con- of design your audience might like based on sumers will spread the word. If a product is feedback from premarket focus groups. Now bad, they will spread the word even faster. It’s you can beta-test your design on your actual no longer suffi cient to advertise, “We’re great!” audience and get real-time feedback on the fl y. Now you actually have to be great. The Cluetrain Depending on how you have been marketing, Manifesto warns: “Corporations do not speak the bad news may be that now your actual audi- in the same voice as [the] new networked con- ence has a say in your design and you have to versations. To their intended online audiences, develop an entirely new strategy of on-the-fl y companies sound hollow, fl at, literally inhuman. design. In just a few more years, the current homog- Some Internet software design fi rms have enized ‘voice’ of business—the sound of mis- modifi ed their creative process to incorporate sion statements and brochures—will seem as an ongoing iterative cycle of improvements contrived and artifi cial as the language of the based on real-time customer feedback—such as 18th century French court. Already companies

THE INTERNET IS A MANY-TO-MANY MEDIUM. YOUR AUDIENCE IS NO LONGER SITTING

AROUND WAITING TO BE SENT CONTENT—THEY ARE PUBLISHING THEIR OWN CONTENT.

THE FIVE REALMS OF DESIGN 189 The Realm of Client Needs

that speak in the language of the pitch, the If audience needs are the most overlooked dog-and-pony show, are no longer speaking to realm, then client needs are the most overem- anyone.” This is a good thing for consumers and phasized. It’s not that client needs aren’t impor- a bad thing for marketers relying on the same tant. It’s just that they shouldn’t be considered old marketing tricks. to the exclusion of every other realm of design. Maybe you don’t consider yourself a mar- When I ask my design students why client keter, and you’re wondering what all this has needs are the most emphasized design realm, to do with graphic design. The design approach the ones who haven’t done commercial work you choose is infl uenced not only by the audi- shrug their shoulders. The ones who have done ence to whom you are speaking but also by commercial work immediately answer: “Money.” the nature of the marketplace in which you The client signs your paycheck, so you’d bet- are speaking. Perhaps your client has already ter give him what he wants. The problem is, he targeted his demographic for you in explicit doesn’t specifi cally know what he wants. That’s detail. It’s still your job to understand the way why he hired you. He knows he wants to meet design dialogues in the contemporary market- the needs of his audience, but his understand- place. Mastering your medium involves more ing of how to meet these needs through design than just knowing about card stock weights, is unclear. Or maybe he has some very specifi c PANTONE chips, lighting techniques, standards graphic design ideas that aren’t going to work compliance, and other technical constraints. as is, and part of your job is to help him under- It means being able to tailor your message so stand why. This can get awkward. Someone that it speaks the language of your medium and is paying you to tell him something that he your market. Like it or not, the best designers initially might not want to hear, and yet if you are also marketers. simply tell him what he wants to hear, you aren’t doing your job. No wonder dealing with clients is so notoriously sticky. Some designers adopt this attitude: “I’d love design if it weren’t for the clients.” If this is your attitude, you will have an unpleasant and diffi cult time succeeding in commercial design. Designers who see clients as a hindrance to solving what they consider to be the real design challenges have an overly narrow perspective. Designers who see client relationships as one of the real design challenges get the big picture.

190 HOT-WIRING YOUR CREATIVE PROCESS IF AUDIENCE NEEDS ARE THE MOST OVERLOOKED REALM,

CLIENT NEEDS ARE THE MOST OVEREMPHASIZED.

Staying on the same conceptual page with your client and the designer feel equal ownership client is not a distraction from real design work; of the result. They both have made signifi cant it’s at the heart of real design work. contributions that infl uenced the fi nal product. Veteran designer Paula Scher says, “It’s the That it was a joint effort, a benefi cial relation- human factor—combustible client-designer ship, and an enjoyable process.” relationships coupled with marketplace From a client’s perspective, that’s the kind accidents—that inevitably lead to the visual of designer she wants to hire. Clients certainly gestalt of an era.” From this perspective, even don’t want to hire a dictatorial designer who “bad” client relationships can act as a creative ignores their input. Some clients may think they catalyst. For better or worse, client relationships want to hire a spineless designer who is noth- are part and parcel of commercial design. ing more than a glorifi ed cake decorator, but By defi nition, there is no “real” commercial they don’t really want that. Wise clients want to design work without a client. You can be an hire a designer who is a working partner. amateur artist without an agent or a gallery, but you can’t be an amateur commercial designer without a client. There is a name for a commer- Client Relationships 101 cial designer without a client: unemployed. Furthermore, even though the audience This book is not about how to win friends and realm is ultimately the most important realm infl uence people. Still, a large part of success- of design, you’ll never get your user-friendly ful client relationships is based on people skills, design out the door if you are unwilling or verbal communication skills, and business unable to address the realm of client needs. If sense. I can’t impart these things in a few para- only for the sake of your audience, it’s impor- graphs, but I can share three basic practices tant to establish a productive working relation- that facilitate better client relationships. ship with your client. Designer Steven Tolleson makes this DEAL DIRECTLY WITH “THE BOSS” remarkable statement about the overall success If you do design work for Microsoft, it’s prob- of a design project: “A really successful project ably not possible or even expedient for you to has nothing to do with the way something meet with Bill Gates on a regular basis. But if looks. A successful project is one where every- you were able to, your design would probably be body involved feels good about the process. We better. Figure out who has the ultimate author- are almost never happy with the fi nal product ity to sign off on the project within the corpora- because there are always so many ‘if onlys.’ tion and then attempt to deal directly with that But a successful project means that both the person. If you’re designing for a sole proprietor,

THE FIVE REALMS OF DESIGN 191 problem solved. If you are an in-house designer, DON’T REPRESENT IDEAS OVER-SPECIFICALLY you should have a working understanding of If you are sharing rough conceptual ideas with who is in charge. It’s not always the person your client, don’t show her a full-color, high- directly above you in the offi cial organiza- resolution Photoshop mock-up. Simply explain tion chart. If your client is a larger corporation, your rough conceptual ideas with words or a make sure your contact person—creative direc- simple sketch. When it comes time to show tor, art director, marketing manager—is autho- your client a proposed layout, show her one in rized to sign off on design decisions. If not, try black and white that focuses her attention on to deal with the person who is. If at all possible, the layout alone. If you represent your ideas avoid dealing with a committee. If you must over-specifi cally, the client will invariably focus deal with a committee, determine which person her attention on some tangential detail (usually on the committee has the real authority. having to do with color) that has nothing to do If the liaison person assigned to you is not with the idea you are trying to convey. the boss of the project, it’s no good pretending Throughout the creative process, whenever she is. Eventually her decision could be over- you return to the client for feedback, always turned by the real boss. Better to deal directly represent your ideas no more specifi cally than with the real boss. The real boss has authority you mean them to be evaluated. The further to initiate and approve new avenues of explora- along you are in the creative process, the more tion without having to ask permission from a detailed your mock-ups should be. higher authority. This makes the design process run much more smoothly. The real boss is per- JUSTIFY IDEAS IN TERMS OF OVERALL sonally invested in the corporation. This makes GOALS RATHER THAN AESTHETICS her input insightful and valuable. As a general Don’t justify your design decisions to the cli- rule, the more authority your contact person ent in terms of aesthetics. Your client doesn’t has within the organization, the better your care about your nuanced interpretation of Josef design solution will be. Albers’s color theory, nor does she want to be lectured on it. Justify your design decisions in terms of the overall project goals that you and the client agreed upon in the creative brief.

MOK SAYS THAT INSTEAD OF PRESENTING DESIGN AS A VERB, WE PRESENT IT

AS A NOUN. WE DESCRIBE OURSELVES NOT IN TERMS OF WHAT WE DO, BUT

IN TERMS OF WHAT WE MAKE. OTHER PROFESSIONALS ARE SMARTER.

192 HOT-WIRING YOUR CREATIVE PROCESS These agreed-upon goals are the common lan- but in terms of what we make. Other profes- guage of the project. If you can’t justify your sionals are smarter. A surgeon doesn’t say, “I design decisions based on the goals of the brief, make cuts in people.” An attorney doesn’t say, “I then your decisions are fair game for criticism make paperwork.” But we say, “I make Web sites.” and revision. By describing ourselves as simple artisans, This doesn’t mean that you can’t opera- makers of deliverable goods, we have effectively tively rely on intuition and your own personal abdicated our seat at the predesign big boy table. aesthetics as guiding principles throughout the No investor would dream of breaking ground creative process. It just means that you can’t on a new construction site without having had use those aesthetics to justify your decisions numerous preliminary meetings with the archi- to the client. As Willi Kunz observes, “The argu- tect of the building. Yet clients frequently call in ment for any design should be based on com- graphic designers at the last minute to imple- munication goals rather than aesthetics—which ment predetermined design strategies. of course does not mean that aesthetics are unimportant.” It’s just that aesthetics are a sub- jective language—slippery ground to stand on Interview: Clement Mok when you’re trying to communicate the objec- tive value of your work to someone who is pay- I talked to Clement Mok about how designers ing you real money to achieve objective results. wound up underselling our role and what we can do to change it.

Marketing the Value of Design When you describe your occupation to people, how do you describe yourself? In 2003 designer Clement Mok, then president of AIGA, wrote an article in Communication Arts It depends on who asks me that question. Here called “Designers: Time for Change.” In it he are three different ways: challenged contemporary designers to reexam- ine the way we represent ourselves. Mok said 1. I am a design consultant with experiences we should be selling solutions and services in design planning. (“I communicate corporate value to online markets”), but instead we’re selling deliverable 2. I am a designer with a background in deal- goods (“I make Web sites”). Instead of present- ing with emerging technologies in business ing design as a verb, we present it as a noun. We or social applications. describe ourselves not in terms of what we do, 3. I help companies amplify messages in the marketplace.

THE FIVE REALMS OF DESIGN 193 Notice that I never defi ne who I am by what I Do these subdivisions (product design, make or deliver. I defi ne myself by my activities. graphic design, interactive design, and so on) help the way our clients perceive You’ve written, “Designers give form to ideas, the overall design profession? bring clarity to information, and imagine what’s possible.” Do you still stand by that defi nition? The problem with separating various design professions by discipline is that it forces the Yes. That’s the most functional defi nition. client to self-select a solution. For example, a client (for whatever reason) deduces that she Given a specifi c application like print design, has a brand problem and decides that a graphic do those fundamental functions still apply? designer is the most appropriate person to solve it. But her problem could very well be a product- There are guiding principles of design, regard- engineering problem, or some other problem. less of its applications and specializations. As an analogy, there are different kinds of doc- Is it essential that every single designer tors that specialize in different fi elds, but at at a design fi rm get the big picture and be some level every doctor should have a basic able to intelligently interact with clients? understanding of human anatomy. Likewise all design disciplines are about a set of best prac- You’re not going to force someone who’s not tices/methodologies that gives form to an idea. particularly good at client interaction to do it. Yet we paint each design discipline as being so But even someone who just specializes in kern- special that it becomes very diffi cult for any- ing type should still understand how they bring one to grasp the core fundamentals of design. value to the overall cycle. She shouldn’t think, The challenge is to raise the level of discourse “Kerning is the most important thing and you’re beyond just focusing on domain competency. A idiotic to not understand how much value this graphic designer, an architect, or an industrial brings to the table,” when in fact lots of things designer should all be able to converse to their bring value to the table. clients regarding “design thinking.” Design prac- titioners, regardless of their vocation, should be Why have visual designers been dismissed by able to explain and advocate design as “the art much of the corporate community as mere cake of possibilities.” That’s our lingua franca. decorators, called in at the fi nal hour once the fundamental decisions have already been made?

194 HOT-WIRING YOUR CREATIVE PROCESS We earned that reputation over the years. We’ve learning a new language, designers—and I am been lazy as a profession. Designers by training saying this with a very broad stroke—prefer to don’t have the rigor, the necessary vocabulary, operate in their comfort zone and play the role and the confi dence to converse in the “rules- of the lone genius. based” world of business—a world grounded in the immutable realities of reliability. We need You’ve written that designers are sometimes to get better at conversing in the language of granted a kind of “hipster” status in business. corporate culture. Should designers play into this role or is it disadvantageous You talk about the difference between to our profession in the long run? selling solutions and selling media deliverables. Can you elaborate on that? In the long run, it’s better to be viewed as the smart one than the trendy one. Selling solutions is a way of thinking about or framing a problem; it’s not dependent on the It seems like the kind of design approach medium in which the solution is executed. you’re advocating is nothing more Selling media deliverables is saying you are than negotiation and people skills. good at doing logos, posters, corporate identity, Web sites. You come out of the gate compet- No, I am just advocating the need to communi- ing at a commodity level without the chance of cate effectively with the people we design with solving the business problem. If you engage at and for. If we talk in our own little language, the execution level, you will almost always be our ability to make the kind of impact we want the cake decorator. will be limited. Negotiation and people skills are now requirements in order to play. Why are designers so mysterious about the value they add to a project? Why is From the perspective of someone who has it so diffi cult for designers to explain the worked on both sides of the corporate fence, value of design to corporate clients? what are some of the differences between in- house designing and freelance consulting? Design operates in the world of possibilities. We designers are best at articulating what might In-house designing has its advantages and its happen. The world of business is most comfort- disadvantages. If you’re in-house, you actu- able with what will happen. The language of ally see and understand the causes and effects these two worlds is very different. Rather than of a particular problem, whereas an outsider

THE FIVE REALMS OF DESIGN 195 won’t notice these nuances. You are able to I have the same questions. How specifi cally understand why a corporate culture resists a do we implement this change? particular idea. You know how to navigate the politics around that resistance to sell the idea It happens in subtle ways. It happens in lan- within the corporation. You understand which guage, how we talk about what we do. It’s those things are the economic drivers. A consultant subtle cues that over time we will cause change. might not understand these nuances enough. Clear examples of day-to-day practical change She might very well push the wrong buttons or are happening here and there, but it’s not focus on the wrong problems. A great in-house a trend. design team knows the nuances and can design I do see a change happening right now, a better solution. but designers aren’t driving it. The business On the other hand, an outside consultant world is driving it. Business Week Inc. and Fast is advantageous because she’s got a fresh and Company—all of these publications are actually unbiased view, so she will actually project a saying, “We get it. We’ve been talking about little further, push the boundaries a little fur- innovation and new ways of doing things, and ther. But her solutions are much harder to sell we need someone to connect the dots differ- through the organization. Very often clients ently.” “Design” has been a buzzword in the simply hire an outside fi rm to get that out- business world for the last two years on the side thinking, and then the client will reverse- front cover of these publications. engineer the consultant’s solution so it will work within the corporation. The outside con- Almost despite the design community? sultant who has not worked inside might think, “They’re screwing up my idea”—when in fact, Exactly. There is a whole new category of design the client actually likes the idea; she just has fi rms like Ideo that are different. They say to to make it work within the constraints of her the client, “You’re embracing change. Let us business. facilitate that discourse.” I’m seeing design fi rms playing the role of consultant and facili- Since you wrote “Designers: Time for Change” tating the conversation, asking hard questions in 2003, has the design profession changed? about how to take change to the next level. Procter & Gamble has a design council of vari- That article said things that needed to be said, ous practitioners helping them ask different which no one was willing to say. Since then kinds of questions: “Have you considered this I’ve gotten a lot of emails from people saying, kind of design product? If you want to revive “Thanks for writing it. What can we do?” There are a lot of questions.

196 HOT-WIRING YOUR CREATIVE PROCESS this particular brand, let’s look at these par- Some people have accused interactive design ticular market segments and design specifi cally of ruining the design profession by bringing for them.” Is this marketing or design? You can in amateurs and lowering standards. But take a narrow view and say, “That’s marketing. you’re saying that interactive design is actually It’s not my role.” But marketing is one aspect of good for the profession because it puts our design thinking: Here is the problem. What are focus back on design with a capital “D”? the possibilities? Yes. And fear, uncertainty, and doubt are good Are interactive designers more willing things to inject back into the profession. to change their minds about the role of design than print designers? Why?

Yes. Fear is good because it makes you think harder, work harder, and challenge the status quo. You Why do you think that is? think, What am I not doing that causes the client to hire that other fi rm? How is that other fi rm think- Designers are reticent to recognize this fact, ing differently than I am? The fatalist designer but technology has democratized the practice will say, “The client just doesn’t get it. They’re of design. In so doing, many of the old-guard stupid.” That’s certainly one view. print design values are now commodity val- ues. Anyone can do stunning layouts. Anyone But that’s an easy excuse? can learn to use the tools. Interactive design- ers are able to say, “OK, that old value set is It’s easy to make a client the enemy. I’ve been just one of many other value sets I’ve learned.” there. Then I found myself on the client side, They are able to discard a set of values and and I realized that all this “us versus them” embrace new ways of doing things—new col- stuff doesn’t make any sense. Two minutes ago laborations, new ownerships, new authorships, I was part of “us” and now I’m “them.” all of those things. Interactive designers are less entrenched in an old set of values regard- ing what is good, what is craftsmanship. Print designers have to overcome old biases whereas in the interactive world, these old biases are somewhat disposable.

THE FIVE REALMS OF DESIGN 197 The Realm of Professional Ethics

In his 1971 book, Design for the Real World, Don’t Work for Clients Whose designer/educator Victor Papanek wrote this Ethics Violate Yours famously polemical statement: “There are pro- fessions more harmful than industrial design, Try to foresee the results of your work to its but only a very few of them. And possibly only logical conclusion. If you do good design work one profession is phonier. Advertising design, for this client, will it result in an outcome with in persuading people to buy things they don’t which you ethically disagree? For example, need, with money they don’t have, in order to gambling is a form of addiction for a lot of impress others that don’t care, it is probably the people, and I’m not terribly fond of it. I had the phoniest fi eld in existence today.” opportunity to design a Web site for a casino. Ouch! Is ethical graphic design an inherent Were I to have pursued the job and designed a oxymoron? I don’t think so, but being an ethical successful site, more people would have gone graphic designer does require an extra modi- to the casino. I didn’t want that to happen, so I cum of caution and intentionality. didn’t pursue the job. AIGA’s standards of professional prac- On the other hand, when I was apprentic- tice go a long way toward defi ning a kind of ing as a video editor, one of my jobs was to edit Hippocratic Oath for designers. These standards a “How to Win at Craps” instructional gambling say what you would expect: Pay for your fonts, video. Had I not edited it, someone else would bill your clients honestly, pay your employees have. Plus, the video strongly cautioned against fairly, support sustainable production methods a get-rich-quick mind-set. It was teaching you that don’t harm the environment, and so on. how to play conservatively and gradually beat The AIGA standards also say that a professional the house. I edited the video. designer should correct any client or employer who gives instructions that violate the design- er’s ethical standards, or the designer should refuse the assignment. Of course this begs the question: What are a designer’s ethical standards? Everybody’s per- sonal ethics are different, but I hope we can all agree on some rudimentary basics.

DOING WORK THAT YOU FEEL STRONGLY ABOUT WILL HAVE THE

ADDED BONUS OF MAKING YOUR WORK BETTER.

198 HOT-WIRING YOUR CREATIVE PROCESS As Much as Possible, Work Is it true? for Clients Whose Ethics Coincide with Yours Is it necessary?

Doing work that you feel strongly about will Is it benefi cial? have the added bonus of making your work bet- ter. It doesn’t have to be pro bono work for a If you can’t answer “yes” to all three questions, homeless shelter. It can be work for a mountain don’t say it. Likewise if you can’t answer “yes” bike company, a ballet company, a candy com- to all three questions, don’t take the gig. If all pany, even a politician! Those details depend graphic designers on the planet would apply on your personal ethics. The Dutch design fi rm my simple three-question rule to their profes- Wild Plakken is known for only doing design sional design practices, there would be a lot less work for clients whose ideologies match their graphic design on the planet. own. Imagine that.

Change the World Apply Mr. Cloninger’s Three-Question Rule Can graphic design change the world? Every cli- ent who has ever paid money for graphic design I’m not here to tell you what your ethics should services believes it can. So how can you use be, but you should probably have some (other graphic design to change the world? than to make as much money as possible). The The obvious, hippie way is to do pro bono Golden Rule is, of course, the classic. (“Do unto work for causes you support and put up pro- others as you would have them do unto you,” in test posters against causes you oppose. But case you’ve forgotten.) I used to teach middle there are other, more subversive ways. Several school children, aged 12 to 14, and one of my historians believe that the countrywide riots class rules seems applicable to graphic design. in France during May 1968 were indirectly Before you say anything to anybody, ask your- instigated by a small group of tactical media self three questions: agitators called the Situationist International.

FROM PAYING FOR YOUR SOFTWARE TO INTENTIONALLY DEFACING PRIVATE PROPERTY,

THERE ARE A LOT OF WAYS TO EXERCISE YOUR PROFESSIONAL DESIGN ETHICS.

THE FIVE REALMS OF DESIGN 199 Without going into the subtle nuances of their expected. In a world that increasingly relies on ingenious agenda, I will just say that they were visual communication, graphic designers wield basically art anarchists. They used a method an inordinate amount of infl uence as skilled called détournement to disrupt what they called visual communicators. Whatever your personal the “society of the spectacle.” They took ordi- ethics, don’t conveniently overlook the ethical nary media and altered it subtly, just enough to realm of design. disrupt the normal fl ow of a normal person’s normal media intake. Changing the text in cartoon word bubbles was one of their favor- ite tactics. They weren’t trying to forward any overt political agenda. They were just trying to awaken people from their daily stupors. Contemporary “culture jamming” is the slightly more overt and politicized heir of détournement. To oppose big tobacco, a culture jammer wouldn’t just make protest posters or vandalize tobacco billboards. She would design and distribute her own advertisement of an emaciated Joe Camel in a chemotherapy ward. Culture jammers hijack a brand’s sig- nal, critically modify it, and send it back down the media pipeline. Preserving the look of the original campaign ensures that the branded viewer will initially receive the ad uncritically. The resultant cognitive disconnect is the goal. Graphic designers were born to propagate just this sort of subversive cultural misdirection. From paying for your software to intention- ally defacing private property, there are a lot of ways to exercise your professional design ethics. People in all professions, from medi- cine to plumbing, have to deal with basic eth- ics. Graphic designers are no exception. From those to whom much has been given, much is

200 HOT-WIRING YOUR CREATIVE PROCESS The Realm of Aesthetics

Most graphic design schools largely focus on be objectively true, but it is a visual aesthetic the realm of aesthetics. For most designers, the nonetheless. aesthetic realm comes under attack as soon as I don’t have a problem with the subjec- they graduate and begin doing entry-level com- tive nature of aesthetics. Frank Lloyd Wright mercial design. Teachers judging work in terms designed houses in a certain style. When some- of compositional aesthetics are replaced by one hired Frank Lloyd Wright, he got a house clients judging work based on bottom-line eco- that fi t his specifi cations according to the nomic effectiveness. The other four realms of architectural aesthetic of Frank Lloyd Wright. design begin to crowd out the realm of aesthet- As long as the realm of subjective aesthetics ics. With deadlines looming and money to make, doesn’t inordinately dominate the other four the desire to make your work aesthetically realms of design, don’t worry about wanting to interesting can seem increasingly unimportant. make it look good to you. (Just don’t rely on this Some commercial designers would argue as a justifi cation to your client.) that this is a good thing. Design is not art, after Being true to your own interpretation of all, and who needs a bunch of self-serving “good” visual design also qualifi es as a kind designer aesthetes stroking their own personal of ethical behavior. Just make sure that your egos? But function and beauty are not mutually interpretation of “good” effectively commu- exclusive. Just as the designer is obliged to be nicates your client’s message. As Paula Scher an advocate of the client, he is also obliged to observes, “An environmentally sensitive design be an advocate of visual aesthetics. that doesn’t communicate is a real waste of Whose aesthetics? The designer’s, of course. paper—even unbleached, recycled paper with In our relativistic era, it’s taboo to come right the proper amount of post-consumer waste.” out and admit this. But honestly, when design- Arts & Crafts pioneer William Morris was ers talk about aesthetics, they’re talking about the grandfather of twentieth-century graphic their own aesthetics—what looks good to them design. In the late 1800s he sought to rescue as designers, and what they think will look manufacturing and advertising from shoddy good to their peers. According to this defi ni- craftsmanship. To Morris, craftsmanship and tion, even modernists have a subjective design beauty were ennobling, humanizing forces. aesthetic. Their aesthetic may be based on They were the designer’s way of showing con- “fundamental” principles that are supposed to cern and love for his fellow humans.

JUST BECAUSE THERE IS NO UNIVERSALLY “CORRECT” DESIGN AESTHETIC, DON’T

LET THAT DISCOURAGE YOU FROM TRYING TO MAKE EXTRAORDINARY WORK.

THE FIVE REALMS OF DESIGN 201 Can design still perform such a service? a designer is the representative—almost Design historian Philip Meggs believed so. like a missionary—of art, within the world Echoing Morris’s priorities, Meggs wrote in of business. We’re not here to give them the 1983 edition of his classic A History of what’s safe and expedient. We’re not here Graphic Design: to help clients eradicate everything of visual interest from the face of the earth. We’re There is a growing awareness of the need to here to make them think about design that’s restore human and aesthetic values to the dangerous and unpredictable. We’re here man-made environment and mass commu- to inject art into commerce. We’re here to nications. The design arts… offer one means be bad. for this restoration. Once more a society’s shelter, artifacts, and communications might William Morris would probably not approve of bind a people together. The endangered Tibor Kalman’s particular aesthetics, but that’s aesthetic and spiritual values might be hardly the point. Both men were revolutionary restored. A wholeness of need and spirit, designers who believed that design aesthetics reunited through the process of design, can play an important role in shaping human cul- contribute in great measure to the quality ture. Just because there is no universally “cor- and raison d’etre of life in urban societies. rect” design aesthetic, don’t let that discourage you from trying to make extraordinary work. Meggs isn’t the only contemporary designer to think that aesthetics can have a revolution- ary impact on culture. In 1989 design maverick Tibor Kalman said:

We have to be brave and we have to be bad. If we’re bad, we can be the aesthetic con- science of the business world. We can break the cycle of blandness. We can jam up the assembly line that spills out one dull, look- alike piece of crap after another. We can say, “Why not do something with artistic integ- rity and ideological courage?” We can say, “Why not do something that forces us to rewrite the defi nition of good design?” Most of all, bad is about recapturing the idea that

202 HOT-WIRING YOUR CREATIVE PROCESS Balancing the Five Realms

The designer’s goal is to balance all fi ve realms of design. Shift your emphasis from one realm to another throughout the design process, try- ing to keep them all in the back of your mind. The realms often compete with each other, and this tension can lead to more holistic, inten- tional, well-rounded design solutions. Avoid the temptation to inordinately focus on the immediate realm of client needs simply because the client signs your check. Avoid the temptation to inordinately focus on aesthetics at the expense of audience needs. Avoid the temptation to ignore the realm of ethics alto- gether just because no one is actively monitor- ing you. Focus on the realm of media constraints early in the design phase instead of later in the development phase. You can have all the other realms in perfect balance, but if you haven’t suffi ciently considered the constraints of your medium, none of that will matter. The fi ve realms of design are related to the notorious dilemma of the “value triangle”: good, fast, and cheap. Theoretically you can provide your client with any two, but not all three. You simply can’t do good work for free and have it done by yesterday. As a designer, never sacri- fi ce “good.” Nobody wants to spend his career doing bad design really fast for cheap. Sensibly balancing the fi ve realms of design is one way to sustain the consistent production of quality work that you’ll want to keep doing.

THE FIVE REALMS OF DESIGN 203 THE FORM OF AN OBJECT IS A “DIAGRAM OF FORCES,” IN THIS SENSE, AT LEAST, THAT FROM IT WE CAN JUDGE OF OR DEDUCE THE FORCES THAT ARE ACTING OR HAVE ACTED UPON IT.

—BIOLOGIST D’ARCY THOMPSON

204 HOT-WIRING YOUR CREATIVE PROCESS 10 BALANCE FORMS AND RECONCILE PARADIGMS

So far, we’ve looked at specifi c strategies, A less literal but no less useful way to tools, and best practices for hot- wiring approach design is through philosophi- your creative process. In this chap- cal paradigms. Paradigms defi ne your ter, we’ll step back and take a broader, general understanding of what design big-picture look at design in general. A means and what it’s good for in the very literal way to approach design is world. They also shape your personal through the lens of form making—you design practice—how you grow and de- concentrate on the formal elements of velop as a working designer. We’ll look the design and learn how to orchestrate at some relevant design paradigms in them on the page in a way that forwards the second half of this chapter. your message. We’ll look at some classic ways to balance formal elements in the Both form making and paradigms are fi rst half of this chapter. important. The best designer under- stands formal compositional rules as well as the philosophy behind what she is doing.

205 Balance Formal Elements

The idea of universal formal elements arises plane and raise it up and out into a semblance from formalism, an approach to form making of 3D space; the trace it leaves is dimensional. that breaks down graphic design into basic Most formalists agree on three elemen- formal elements and then purposefully restruc- tal shapes: square, circle, and triangle. Klee’s tures them based on certain “universal” laws explanation of how these shapes are made is of composition. Design programs—from the instructive. Like the plane, a square is made Bauhaus in the 1920s to the Basel School of by dragging a line sideways. A circle is made Design in the 1960s to Yale in the 1980s—taught by rotating a line around a point in its middle a kind of formalism. They didn’t call it “mod- (imagine holding a charcoal stick fl at and rotat- ernist formalism”; they simply called it the cor- ing it in a circle). And a triangle is created by rect way to design. A formalist understanding of the tension between the point at its apex and composition is still considered foundational to the line at its base. According to Klee, “The graphic design. Formalism is not the be-all and triangle came into being when a point entered end-all of graphic design, but it’s at least a use- into a relation of tension with a line and, fol- ful beginning. lowing the command of its Eros, discharged this tension.” Entire texts have been written on the inher- A Brief Catalog of Formal Elements ent formal properties of these three shapes, but I’ll just write a paragraph. The square—or rect- Painter and educator pro- angle—is stable. Its form usually mirrors the posed three main formal elements: point, line, form of the overall compositional space, unless and plane. A point is not dimensionless; it’s just you are designing something round, such as really small. It could hardly even be called a a button. The triangle is less stable than the circle. Painter and educator Paul Klee calls it “an square, but more stable than the circle. Plus it’s infi nitely tiny elemental plane.” A line is a point all sharp and pointy. A circle is a strong com- in motion that leaves a trace behind it. And a positional focal point in any design because it plane is a line in motion sideways that leaves is so perfectly symmetrical and so in contrast a trace behind it. (Imagine holding a charcoal with the rectangular boundaries of the compo- stick fl at and dragging it across the page.) sitional space. Klee built on these three elements and Paul Klee’s formalism distinguishes line, added a fourth: dimension. Take a solid fl at tone, and color. Each of these elements builds

FORMALISM IS NOT THE BE-ALL AND END-ALL OF GRAPHIC

DESIGN, BUT IT’S AT LEAST A USEFUL BEGINNING.

206 HOT-WIRING YOUR CREATIVE PROCESS on the one before it. Line simply has the factor balance. It is the foundational principle upon of measure—long/short, obtuse/acute. Tone is which so many other formalist principles the grayscale—all the varying, colorless degrees depend. Asymmetrical balance involves con- between black and white. Tone adds the factor trast and integration of opposing elements. of weight—the relative heaviness and density, or darkness, of an area. Any area large enough to have weight also has measure. Thus you can Contrast Formal Elements talk about a gray area in terms of weight and (Asymmetry) measure, whereas you can only talk about a line in terms of measure. Armin Hofmann encouraged what he calls Finally, color adds the factor that Klee sim- confrontation of formal elements. His four basic ply calls quality. Color has all three factors: elemental categories—point, line, plane, and quality, weight, and measure. In contemporary letterform—could be brought into confrontation terms, color is analogous to hue. This is by with one another, and they could also confront no means the extent of Klee’s ingenious and themselves. For example, in composition stud- extensive idiosyncratic formalism, but those are ies involving only circles, Hofmann would con- the basics. trast the following: Graphic designer and educator Armin Hofmann’s basic formal elements include Thick-lined versus thin-lined point, line, and plane, and he adds another: Large versus small typeface. Though they are not necessarily basic Complete versus fragmented geometric shapes, letterforms comprise a set Photographic versus hand-drawn of predetermined formal elements that graphic Solid versus hollow designers may use. Grouped circles versus isolated circles Formal design elements are often described Circles that continued off the edge of the in terms of opposites: thick/thin, long/short, design space versus circles contained straight/curved, rectangle/circle/triangle, fl at/ within it textured, fi gure/ground, big/small, much/little, Black circles on a white ground versus white negative/positive, light/heavy, falling/rising, circles on a black ground stable/unstable, front/back, pointed/blunt, smooth/rough, hard/soft, opaque/transparent, Hofmann rarely used color, trying to get as overstated/subtle, simple/complex. much variation, texture, and contrast out of just Once you’ve broken design down into its grayscale elements. universal formal elements, how do you com- Contrasts should be pushed toward their bine these elements effectively? I want to focus extremes so that they may be recognized as on the modernist principle of asymmetrical contrasting. A line that is slightly thicker than

BALANCE FORMS AND RECONCILE PARADIGMS 207 ASYMMETRY SIMPLY PROVIDES THE KINETIC INTEREST THAT KEEPS

THE VIEWER’S EYE MOVING FROM AREA TO AREA.

another line doesn’t really read as thick. Thick 1. Difference provides information. A row of and thin aren’t recognizable until you markedly elevator buttons that are exactly the same contrast them with each other. Every element is doesn’t really tell a viewer anything. Real relative to every other element within the envi- information is conveyed only when at least ronment you establish. Pushing contrasts is the one of the buttons differs from the others. only real way to explore the full gamut of for- mal possibility. You can always dial back from 2. Repetition creates redundancy. If every but- the extremes later. ton in the row is different in its own unique way, no pattern is formed. This is no more helpful than all the buttons being the same. Integrate Formal It’s too chaotic. Elements (Balance) 3. Redundant information (difference within Once your formal elements are contrasted repetition) provides context. So now you dramatically to create tension and visual inter- have a row of elevator buttons that are all est, the challenge is to bring them back into circular (repetition), yet each button has integration and thus balance them. Paul Klee a different number on it (difference). Only called such a balance active harmony. Painter when there is difference within repetition Piet Mondrian called it dynamic equilibrium. If are we able to recognize patterns. These pat- all you have is visual confl ict, your composition terns provide us with an overall context. has interest, life, and motion—but no resolu- tion or rest. If all you have is perfect symmetry, 4. Context allows prediction. Once we are able your composition is restful and balanced—but to discern a pattern, we can begin to predict at the same time static, unenergetic, and dull. how the pattern might proceed. Asymmetrical balance achieves the best of both worlds: a dynamic restfulness or a restful dyna- 5. Prediction allows participation. Once we get mism—however you choose to consider it. the gist of things, we feel confi dent enough In Pause & Effect, interactive designer Mark to join in. We reach out and press the eleva- Stephen Meadows explains how interaction tor button labeled 7, assuming it will take works—the cognitive steps leading to a user’s us to the 7th fl oor. engagement with interactive media. Elements of difference (asymmetry) combine with ele- 6. Participation is the cornerstone of ments of repetition (balance) to create this interaction. experience:

208 HOT-WIRING YOUR CREATIVE PROCESS BALANCE PROVIDES A STABLE VISUAL GROUND WHERE THE VIEWER CAN

PAUSE TO EXPLORE WITHOUT BEING OVERWHELMED BY VISUAL CHAOS.

The same principles hold true for graphic like a pudding without raisins. A stew without design. The viewer of a billboard is not push- lumps.” In the context of an entire magazine ing elevator buttons, but he still goes through or book, asymmetry translates into varying the this same process of pattern recognition and pace—lumpiness. involvement. Although asymmetrically balanced designs are not perfectly centered, you can still use A Word on Color Balance them to impose a quite rigorous hierarchical design structure—you are still able to lead your You can also apply asymmetrical balance to viewer’s eye from place to place within your the overall color tone of your composition. composition. It is all the more easy to do this You probably don’t want your entire composi- once you have a feel for the “gravitational pull” tion to be the same shade of gray—that would of different formal elements and the way they just be symmetrical balance. To balance your interact with each other when combined. You color tones asymmetrically, go to extremes should still group items with similar mean- with them. Make some tones dark and some ings and align items so that they aren’t fl oating light. Just be sure that they ultimately average around in space. Asymmetry simply provides out to an even, mid-toned gray to ensure that the kinetic interest that keeps the viewer’s eye your overall composition is tonally balanced. moving from area to area. And balance provides Once you arrive at what you think is a satisfac- a stable visual ground where the viewer can tory composition, save it as a grayscale image, pause to explore without being overwhelmed squint at it, and note how your tones balance. by visual chaos. They don’t need to be mathematically balanced Asymmetry makes sense in terms of a to a perfect mid-tone gray; they just need to poster, a single-page advertisement, or a single subjectively balance to your satisfaction. Web page, but how do you apply it to multi- As Paul Klee observes, color hues—red, page media such as an entire magazine or Web orange, yellow, green, blue, purple—are psycho- site? In his “Ten Rules of Design,” designer logically and physiologically very subjective, so Roger Black suggests a way: “Get Lumpy! The how do you balance them? You can balance trouble with most design is it has no surprise. colors with their complements—red and green, If you want normal people to pay attention, yellow and purple, blue and orange—or with you have to change pace in your presentation. their split complements—such as red balanced Monotonous rhythms of picture, headline, pic- with both bluish green and yellowish green. Or ture, text, ad, headline, picture, ad, et cetera is you can simply balance warm hues (red, orange,

BALANCE FORMS AND RECONCILE PARADIGMS 209 AS PAUL KLEE OBSERVES, COLOR HUES—RED, ORANGE, YELLOW, GREEN, BLUE, PURPLE—ARE

PSYCHOLOGICALLY AND PHYSIOLOGICALLY VERY SUBJECTIVE, SO HOW DO YOU BALANCE THEM?

and yellow) with cool hues (green, blue, and formalism. If they seem interesting to you and purple). potentially applicable to your work, you may If you want to get mathematical about your want to research them further. hues, you might adopt the color system of In his four-volume work ambitiously titled German polymath Johann Wolfgang von Goethe, The Nature of Order, architect Christopher who assigned each color a light value: red = 6, Alexander applies a kind of neo-formalist orange = 8, yellow = 9, green = 6, blue = 4, approach to architecture, city planning, design, purple = 3. According to this system, a composi- and the universe in general. Although he is pri- tion with yellow and purple has a 9:3 light ratio. marily concerned with architectural space, his Because 9:3 is the same as 3:1, in order for the observations have been applied to computer composition to balance, there should be three programming and game design, and they can times more yellow than purple. certainly be applied fruitfully to the “space” of Color theory is probably not so simplisti- graphic design. cally reductive, however. Even Johannes Itten, Alexander arrives at 15 elements of style— the father of Bauhaus color theory, admitted his Holy Grail of formalist reduction. His formal his inability to reduce the subjective workings elements are not individual components such of color to an objective system: “If it be imag- as shape, line, or color, but spatial relationships ined that this systematic classifi cation of colors or patterns. They are as follows: and contrasts banishes all diffi culties, I should add that the kingdom of colors has within it Levels of scale multidimensional possibilities only partly to be Strong centers reduced to simple order. Each individual color is Boundaries a universe in itself. We must therefore content Alternating repetition ourselves with an exposition of fundamentals.” Positive space Feel free to try asymmetrically balancing Good shape your colors, as long as you rely on your eye and Local symmetries intuition more than your calculator. Deep interlock and ambiguity Contrast Gradients Advanced Formalism Roughness Echoes There are several advanced kinds of formal- The void ism. To describe them all in detail is beyond Simplicity and inner calm the scope of this chapter. I mention a couple of “Not-separateness” them here to provide a sense of other kinds of

210 HOT-WIRING YOUR CREATIVE PROCESS Alexander explains each of these elements in gives you a mediocre design that is neither bold great detail, and several of them are related nor subtle. The solution is to somehow dissolve to concepts we have already discussed. For the contradictions. For example, a client wants example, levels of scale is related to what I a delicate typeface and a bold color for her call fractal design (Chapter 4) and to designer company’s logo, but the color and face are ill Willi Kunz’s idea of macro- and microaesthet- matched. That’s the contradiction. The standard ics (Chapter 7). Alexander’s 15 elements are solution might be to resolve the contradiction not relevant to asymmetrical balance, however, through compromise. You make the typeface a because his elements propose their own much little less delicate and the color a little less bold. more involved system of balance. The TRIZ solution is to dissolve the confl ict. You Another interesting version of advanced ditch the type altogether and go with a logo formalism comes from problem-solving pioneer mark of a delicately illustrated apple that is Genrich Altshuller. Between the wars in the bright red. Soviet Union, Altshuller developed a rigorous, formulaic problem-solving method called TRIZ (the Russian acronym for “Theory of Inventive Problem Solving”) that is still used by engineers and corporations worldwide. Altshuller main- tained that at the heart of every problem, there are inherent contradictions. The truly creative designer doesn’t resolve these contradictions by compromise, but instead seeks to dissolve the contradictions altogether. If a client has ever told you to make a design simultaneously bolder and subtler, you have felt the real-world pain of Altshuller’s inherent contradictions. According to him, the solution is not to compromise and split the dif- ference between bold and subtle. This simply

ALTSHULLER MAINTAINED THAT AT THE HEART OF EVERY PROBLEM, THERE ARE INHERENT

CONTRADICTIONS. THE TRULY CREATIVE DESIGNER DOESN’T RESOLVE THESE CONTRADICTIONS

BY COMPROMISE, BUT INSTEAD SEEKS TO DISSOLVE THE CONTRADICTIONS ALTOGETHER.

BALANCE FORMS AND RECONCILE PARADIGMS 211 Reconcile Opposing Paradigms

In addition to purely formal considerations, the direction of your practice. To do this, you’ll design is driven by paradigms, or models of want to have some knowledge of contempo- understanding. Is it more important for design rary design philosophies—an understanding of to be contemporary or classic? Should form how they are in dialogue with one another and follow content, or are designers free to experi- with past paradigms—in order to develop your ment with form in its own right? Should design own dialogue with them. Reconciling opposing always make things clear, or is there room for design paradigms is a way to see beyond estab- intentional levels of ambiguity? Is design meant lished dichotomies toward new approaches and to sell as many products as possible, or can it practices. It’s a way to hot-wire your entire cre- be used more intentionally to form and inform ative practice. culture? These are the kinds of questions that Many of our operative design paradigms are paradigms address. posed as dichotomies, when in fact they are In a book about practical design, why talk not. One such dichotomy is theory versus practice. about the more abstract, long-term, big-picture Perhaps theory is more important. Perhaps concepts? Because they are related to practical practice is more important. Perhaps they are design, though they may have less to do with equally important. Whichever is the case, once how you immediately approach your next proj- we put versus between them, we set them up ect and more to do with what kinds of larger unnecessarily as opposites. In fact, theory and career decisions you make. What kind of com- practice often occur simultaneously and almost panies do you want to work for? What kind of interchangeably. Practice leads to theory, which work do you want to do? What kind of impact leads to a modifi cation of practice, which leads do you want to have on the future of design? to a modifi cation of theory, and so on. Designer/ On the future of the world? These are all practi- educator Ellen Lupton points out that theory cal questions for the committed, long-term pro- itself is a kind of practice. fessional designer. Because many opposing design paradigms As you advance in your practice, you may are rarely as oppositional as they seem, it’s begin to question the status quo of the profes- valuable to reconcile their differences as much sion. You may even be ambitious enough to as possible, or at least consider how they might change the direction of the industry, or at least be reconciled. Don’t misunderstand me. I’m not

RECONCILING OPPOSING DESIGN PARADIGMS IS A WAY TO SEE BEYOND

ESTABLISHED DICHOTOMIES TOWARD NEW APPROACHES AND PRACTICES.

IT’S A WAY TO HOT-WIRE YOUR ENTIRE CREATIVE PRACTICE.

212 HOT-WIRING YOUR CREATIVE PROCESS a moral relativist. Some things just don’t recon- I’m not convinced that modernist design cile. (It would be stupid to reconcile stupid with is inherently fascistic, but I am proposing your ingenious. And how does one reconcile reconcili- approach to graphic design not be dogmatic. ation with the irreconcilable?) I’m not proposing In the words of experimental designer Karel reconciliation of all opposites as a moral princi- Martens, “One has to fi nd one’s own rules and I ple in and of itself—only insofar as it improves realized that there is not a single truth or true your understanding of design paradigms. rules. Common sense and curiosity—that’s Borrowing from classical philosophy, we what we need.” Culture is changing design, could call this a dialectic—a way to advance design is changing culture, and the relation- thought. A thesis (some proposition) is opposed ship between culture and design is changing. to its antithesis (some seemingly opposite prop- The more open you are to new paradigms and osition), and their dialectic leads to a synthesis ways of thinking about design, the more nimble (some new proposition). This synthesis then you’ll be at adapting and evolving your personal becomes the new thesis, which is then opposed design practice to keep up with (and even infl u- to a new antithesis, and so thought “evolves.” ence) these changes. Design history can be seen as an ongoing dia- What follows is a list of quintessential lectic. In one sense, modernist design sought design opposites that we’ll seek to explore and to end this dialectic by having the absolute last reconcile. word on everything. But cultural conversations don’t stop simply because someone writes a manifesto saying they are over. (Form vs. Content) vs. Context For example, German typographer Jan Tschichold was perhaps the most outspoken The separation of form and content is a major evangelist for the new modernist typography dichotomy of formalism. Theoretically, form in the 1920s. Yet 20 years later, he had recanted is supposed to be derived from content. You many of his views. He even returned to using examine the nature of the content you must serif typefaces! Why? A world war had inter- present and then devise a form that best serves vened. In 1946 Tschichold wrote, “[The new the inherent needs of that content. Modernism typography’s] impatient attitude conforms to claims that the best design is invisible. Design the German bent for the absolute, and its mili- is merely a transparent container that holds tary will to regulate and its claim to absolute and presents the content within. Yet the form power refl ect those fearful components of the of your design actually affects the nature of German character [that] set loose Hitler’s power its content. The truth is, content and form are and the Second World War.” inextricably intertwined—each affects the other.

BALANCE FORMS AND RECONCILE PARADIGMS 213 This same dichotomy can be thought of in approach to visual communication that uses another way: style versus concept. Theoretically, language to question itself. Performative design according to formalism, style should follow leaves the boundaries of the 2D picture plane. concept. But design cuts both ways. You can Its message is communicated not only through stumble onto a concept while sketching stylis- the design object, but also through the way tic forms. Design critic Lewis Blackwell writes, in which the design object is delivered. Both “The debate of ‘style-over-concept’ is a false of these contextual approaches are helpful to one. It comes down to this: Style that works is understand if you’re wanting to move your a concept, and a concept that doesn’t work has design beyond the classic form-versus-content not been styled effectively.” dichotomy. There is an alternative paradigm to the form-versus-content dichotomy: context. A contextual design approach admits the insepa- Semiotic Design rability of form and content, and analyzes the context in which the form/content relationship The fi rst thing to understand about semiotic occurs. Contextual design takes a step back design is that it’s an approach, not a style. It from language, graphic design, and human doesn’t look like any one thing. Semiotic design communion. It begins to ask questions about is a stance that critiques the relationship communication itself. What is the relationship between form and content to arrive at a more between the words we speak and the ideas they nuanced understanding of communication. represent? Do words merely convey meaning, or Thus, to associate semiotic design with a cer- do they create meaning? What is the relation- tain visual form is to miss its point. ship between the spoken word and the written To understand semiotic design, you have to word, between the written word and the pho- know a bit about semiotics and the history of tograph? How much of the content’s meaning twentieth-century French philosophy. Stay with does the design form convey, and how much is me. It should be relatively painless. supplied by the audience? I recognize two fl avors of contextual AN INSANELY BRIEF INTRODUCTION design: semiotic and performative. Inspired by TO SEMIOTICS twentieth-century theories about the nature Before the 1900s, words were generally thought of language, semiotic design develops a new to describe the ideas they represented. For

CONTEXTUAL DESIGN TAKES A STEP BACK FROM LANGUAGE, GRAPHIC DESIGN, AND

HUMAN COMMUNION. IT BEGINS TO ASK QUESTIONS ABOUT COMMUNICATION ITSELF.

214 HOT-WIRING YOUR CREATIVE PROCESS SEMIOTIC DESIGN FOREGROUNDS THE RELATIONSHIP BETWEEN FORM AND

CONTENT. IT SEEKS TO SHOW HOW THEY RECIPROCALLY AFFECT EACH

OTHER. THIS IS A POSTMODERN KIND OF DESIGN THINKING.

instance, the word beauty described the idea of agree with him, try proving it without using beauty—an idea that existed beyond the word language.) itself. To understand Derrida’s position, an anal- Then linguist Ferdinand de Saussure noted ogy might be helpful. Baseball umpire Bill Klem that there is no intrinsic relationship between once took an inordinately long time to call a words and the ideas they signify. For example, pitch. The impatient batter turned to him and any group of letters can be used to signify the asked, “Well, which is it, a ball or a strike?” idea of beauty. The idea of beauty is described Klem calmly replied, “Sonny, it ain’t nothing by 50 different words in 50 different languages, till I call it.” To Derrida, language didn’t guess and none are any more intrinsically related at balls and strikes; it created them. Derrida’s to beauty than the others. Saussure called agnostic nonposition is known as deconstruction. words (like beauty) signifi ers, and the ideas they It’s basically an advanced form of semiotics. pointed to (like beauty itself) signifi eds. A signi- fi er plus its signifi ed equals a complete sign. SEMIOTICS APPLIED TO DESIGN THINKING Saussure went on to say that a sign could only Let’s apply all this French philosophy to our be understood in the context of an overall sys- style-versus-concept dichotomy. Style is like tem of language. the signifi er and concept is like the signifi ed. If “meaning” is largely determined by lan- Before Saussure, style would have been obliged guage systems, then we can begin to dissect to faithfully embody the concept. After Derrida, language systems into their elemental com- style was free to create the concept. ponents, discover how they work, and thus Semiotic design foregrounds the relation- understand meaning. Saussure was approach- ship between form and content. It seeks to ing language in the same way that modernist show how they reciprocally affect each other. formalists were approaching graphic design. This is a postmodern kind of design thinking. He broke language up into its fundamental Modernist design thinking says that content elements and tried to discover a system of uni- always drives style. Intuitive grunge design versal laws that governed these elements. Thus, thinking says that style dominates and can do semiotics was born. Enter philosopher Jacques what it likes regardless of content. Semiotic Derrida, who had a serious problem with all design doesn’t take sides. Instead, it inverts this. Saussure observed that the word beauty these relationships to show how they inform didn’t fully signify the idea of beauty, but he each other. still believed that the idea of beauty existed. Semiotic design is self-aware and self- To Derrida, there were no ideas apart from lan- critical. It considers the accepted conventions guage. Who could know if the idea of beauty of graphic design, and then seeks to expose (the signifi ed) was even out there? (If you dis- these conventions as self-contradictory.

BALANCE FORMS AND RECONCILE PARADIGMS 215 Designer Zak Kyes created these posters for the Architectural Association of London’s School of Architecture using multiple layers of text to suggest multiple levels of meaning. He constructs a kind of typographic waterfall where a poetic cloud of data announces lectures, events, and exhibitions from contemporary avant-garde architectural designers and theorists. The A side of the poster contains the names, dates, and times (content), while the B side is an abstraction of keywords that is also overprinted onto the front of the poster.

SEMIOTICS APPLIED TO DESIGN PRACTICE Layering All this is well and good and very abstract, so Semiotic design comments on the relationship how do you practically apply it to your design between form and content, introducing a third practice? As you might have guessed, there’s no “layer” of contextual commentary. The problem single, formalistic way to do that. Remember, is, where do you position this third layer semiotic design is a tactic rather than a vis- of commentary in the actual design space? ual style. Consider the “director’s commentary” option on Given that, the following stylistic a DVD. The form (visuals and dialogue) and the approaches have been employed with vary- content (plot) of the movie are imposed upon ing degrees of success by designers under the by a third layer of meta-commentary (the direc- infl uence of semiotic thought. These tactics tor’s voice). Similarly, the most basic semiotic are by no means prescriptive. In many senses, design technique is to superimpose your third the Holy Grail of semiotic design has yet to be layer of contextual commentary on top of your discovered. Still, these strategies should get you regular design, kind of like subtitles. started on your quest.

216 HOT-WIRING YOUR CREATIVE PROCESS BALANCE FORMS AND RECONCILE PARADIGMS 217 This approach can range from simple and iconic, such as artist Barbara Kruger’s bold Futura type directly superimposed on black- and-white photographs, to complex and involv- ing, like Katherine McCoy’s Cranbrook poster in Chapter 4. Just make sure that your meta-layers are somehow in dialogue with the form and content of the rest of your design. Simply add- ing layer upon layer to achieve visual texture doesn’t necessarily constitute semiotic design.

Inverted Hierarchies Derrida was interested in the nuances of typog- raphy and the ways in which it could “say” things that speech could not. His book Glas uses experimental design as part of its overall vocabulary. Footnotes are enlarged and headers are shrunk. Arguments are arranged spatially rather than sequentially. Again, this disruption of conventional design hierarchy is not simply arbitrary. It is in conscious dialogue with the content of the text. The book is a deconstruc- tive critique of philosopher G. W. F. Hegel. As Derrida’s writing subverts and disrupts Hegel, the book’s designer, Richard Eckersley, subverts and disrupts the conventions of book design. Inverting standard design hierarchies can be a useful way of designing content that is itself subversive and unconventional. A poster by Zak Kyes for nOulipo, a conference on the French experimental writing group Oulipo that was renowned for using systems of constraint. Its best-known member, Georges Perec, wrote an entire detective novel without ever using the letter e. Accordingly, Kyes inserts slashes to replace the letter e whenever it occurs, playfully inverting hierarchy and creating an apt tension between form and content.

218 HOT-WIRING YOUR CREATIVE PROCESS The Slow Sell is inconsistent with an old-school marketing Since we can’t read one another’s minds or do desire to hurry up and close the deal. Semiotic a Vulcan mind-meld, we have to communicate design is by no means a hard sell or even a soft via other means. Graphic design is one. But sell. (For Derrida, it would be a “no sell” because there will always be a gap of understanding he’s suspicious of arriving at any defi nitive between the designer and her design, and then conclusions.) But for our purposes, let’s call it a again between the design and the audience. slow sell. The viewer is empowered to make up Modernist design seeks to close that gap imme- his own mind, and this empowerment eventu- diately by suggesting simple, easily digestible ally leads to a personal buy-in—if the tactic defi nitions. Semiotic design seeks to widen the works. If it doesn’t work, the viewer takes one gap. It refrains from suggesting specifi c defi ni- look, scratches his head, shrugs his shoulders, tions, forcing the viewer to more fully examine and moves on. the entire design in context before coming to The craft of slow-sell design is to leave any defi nitive conclusions. the interpretation open for a while but not so As book readers, we “defer” defi nitions all ambiguously that it completely baffl es your the time. For example, let’s say you’re reading audience. Teaser billboard campaigns that grad- Hamlet and you come across the word fortune. ually reveal their meaning over time are exam- You have some idea of what fortune means, but ples of the slow sell. For three weeks, you drive you go ahead and read the rest of the section by a billboard that merely poses an intriguing to see what it might mean in context. Perhaps question; on the fourth week the billboard actu- you’re still not exactly sure, so you fi nish the ally answers it. The “Got Milk?” slogan created scene looking for more clues. By the time by ad agency Goodby, Silverstein & Partners is you’ve read the entire play, you have a much a bit of a slow sell in that it poses a question better understanding of what fortune means in that doesn’t immediately reveal an answer. The Hamlet than you did when you fi rst came across answer is implied with visual connections to the word. celebrities, cookies, and peanut butter sand- Likewise, semiotic design encourages you to wiches. A series of follow-up questions is even defer your immediate interpretation until you implied: “No? What’s wrong with you? What are have “read” more of the design. This approach you waiting for?”

SEMIOTIC DESIGN ENCOURAGES YOU TO DEFER YOUR IMMEDIATE

INTERPRETATION UNTIL YOU HAVE “READ” MORE OF THE DESIGN.

BALANCE FORMS AND RECONCILE PARADIGMS 219 Zak Kyes designed this contribution to Crossfi elds Magazine. He emphasizes fi gure/ground ambiguity and dramatically contrasts thick and thin type to create visual involvement. The design doesn’t reveal itself immediately, but instead unfolds slowly upon closer examination.

You could implement this tactic by grossly Interactivity mismatching type choice with word content, Semiotician Roland Barthes proposed that the creating a disconnect that causes the viewer best fi ction intentionally opens itself up to to refl ect on the relationship between form multiple interpretations. The reader does not and content, involving them longer and more simply receive the text passively; she actively actively in the decoding process. You could engages in the construction of its mean- incorporate fi gure/ground, positive/negative ing. Barthes believed that fi ction could better visual ambiguities into your design. Again, the achieve this kind of open-endedness by los- goal is not simply to prolong viewer involve- ing its linear timeline. Interestingly, hypertext ment by deferring closure. You also want to fi ction engages in Barthes’ kind of nonlinear pose a dilemma that is directly related to the storytelling. Furthermore, interactive media content of your design. allows the reader to actively participate in the construction of the text’s meaning in a very literal way.

220 HOT-WIRING YOUR CREATIVE PROCESS IN MANY WAYS, INTERACTIVE MEDIA IS INHERENTLY SEMIOTIC.

While print designers in the ’80s knocked user feels duped, so do the characters. In this themselves out trying to be semiotically inter- instance, the third layer of “meta-commentary” active, Web designers in the 1990s achieved this is “located” in the interactive design itself. by default. In many ways, interactive media is inherently semiotic. Good luck getting a pass- Self-Deprecation Through Disclosure erby to spend several minutes decoding the lay- Semiotic design calls attention to the fact that ered meta-language of your semiotic poster, but it’s selling you something. This can act as a even the most conservatively designed Web site, kind of goodwill gesture to gain audience cred- such as www.amazon.com, inherently invites ibility. Semiotic design says (either directly hours of interactive user engagement. Amazon or indirectly), “Hey, why kid around? We both even has a feature called “the page you made.” know I’m an advertisement. I’ll just go ahead The way in which the surfer “reads” Amazon and make my pitch, and whatever you want actually constructs a new page of text at ama- to do after that is up to you.” The more cynical zon.com. your market, the more this approach is likely to So is www.amazon.com semiotically work (until your market gets cynical about this designed? Perhaps functionally, but not visu- approach). ally. There’s nothing about the visual design of A classic example of self-deprecation Amazon that encourages you to think contex- through disclosure was Dave Thomas’s televi- tually about the relationship between its form sion advertisements for Wendy’s. Thomas was and content. On the other hand, requiemfo- just some guy who started a fast-food restau- radream.com, by the design fi rm Hi-Res, is a rant named after his daughter, and there he much better example of intentionally semiotic was on television talking plainly about the res- Web design. Its interactive design is derived taurant he started. My favorite example of self- from the theme of Requiem for a Dream, a fi lm deprecation is the Make 7-Up Yours campaign. about a mother and son who become crip- The campaign is clever because it ridicules plingly addicted to different drugs. The char- some fi ctitious marketer who didn’t catch “up acters in the fi lm are doomed by the addictive yours” in the slogan. He’s on the street, enthu- choices they make. All the while, however, they siastically selling 7-Up in an old-school, hard- think they are making right choices. At the Web sell way, using this implicitly offensive slogan. site, the user is also given a series of misleading Someone yells, “Up yours!” back at him, and choices that promise one thing but deliver the he’s pleased because he thinks his branding is opposite. There are several paths through the fi nally catching on. The campaign is especially site, but all end very badly. By clicking through brilliant because this wink then allows 7-Up to the site, the user is allowed to identify com- actually use “up yours” in their slogan. plicitly with the characters of the fi lm. If the

BALANCE FORMS AND RECONCILE PARADIGMS 221 Desire and Branding is a difference between an authentic semiotic Semiotician and psychoanalyst Jacques Lacan approach to design and bad design using the said that desire arises from a discrepancy jargon of semiotics to defend itself. between the real world and the world of lan- Semiotic design works best when the mes- guage. We are born as real organisms of pure sage of its content is amplifi ed, commented on, existence into a world of linguistic signs that and made richer (although not necessarily more don’t exactly point to what we experientially “true” or more “defi nite”) by adding a third layer know is real. We all desire the unnameable of contextual commentary. Semiotic design “real,” and words always let us down. fails when this third layer of commentary com- Semiotic advertisements take advantage of pletely obscures and covers up the content. this inherent desire by using vague, open-ended Your third commentary layer should be words that don’t specify anything. “Coke is semitransparent but not opaque. I don’t mean it.” “Coke. It’s the real thing.” What exactly is it? literally, as in “Photoshop layer transparency What exactly is the real thing? We’re left to fi ll in = 50%” (although that may be applicable if the blanks, and we always fi ll them in with the you’re literally layering). I mean that your meta- ideal, unnamable object of our desire. By not commentary shouldn’t completely obscure the saying anything, semiotic advertisements can meaning of the content. imply everything. If your third commentary layer is merely This approach works especially well for decorative, without any critical stance, then it products such as Coke that aren’t really any- obscures your content and thus becomes your thing to begin with. Coke is just carbonated new form. In which case, we’re back to the sugar water. It’s nothing apart from its brand. intuitive, grunge, form-over-content approach. Since Coke isn’t anything specifi c—like hemor- Such opaque design is fi ne, but it’s not semiotic. rhoid cream or motor oil—we can imbue it with It has less to do with Saussure and more to do loads of unnamable desire. with the Sex Pistols.

A Word on Semitransparency CRITIQUES OF SEMIOTIC DESIGN There is a misguided notion that because semi- It’s easy to critique semiotic design, and many otics is confusing, any confusing design can be have. Here are some of the most common justifi ed as semiotic. This is not the case. There critiques:

“COKE IS IT.” “COKE. IT’S THE REAL THING.” WHAT EXACTLY IS IT? WHAT EXACTLY IS THE REAL

THING? BY NOT SAYING ANYTHING, SEMIOTIC ADVERTISEMENTS CAN IMPLY EVERYTHING.

222 HOT-WIRING YOUR CREATIVE PROCESS It’s too critical. Deconstruction is inher- dime? Firestone wants to sell tires. They ently critical. It seeks to undermine our don’t want to sell signifi ed ideas that will confi dence in communication. Furthermore, never be fully reconcilable with the arbitrary it is openly hostile toward capitalism and signifi er known as “tires.” Such messages advertising. Why build a commercial design don’t exactly build consumer confi dence. approach on such foundations? It’s too esoteric. None of these philosophies It’s too progressive. What about industrial tell you how to design anything. They are designer Raymond Loewy’s Most Advanced philosophies of analysis, not philosophies Yet Acceptable (MAYA) rule (discussed of production. Graphic design is not literary in Chapter 9)—that design should be as criticism or culture theory. It can certainly innovative as possible without being too be evaluated through those lenses, but ulti- advanced? If your audience has already mately it must work as graphic design. If accepted the language of modernism, these philosophies don’t practically improve why seek to speak a new language? Can design, they are an esoteric distraction. a commercial designer afford to fi ght this revolutionary cultural battle? Eventually, Of all those critiques, the last one is the most audiences may come to accept the language troubling and diffi cult to answer. How do you of semiotic design. Until then, you are com- translate these abstract philosophies into a municating to no one. working design practice? The good news is: You don’t have to be a philosophy major to make It’s too noncommercial. There’s only one interesting semiotic design. A student who has thing more pretentious than lecturing your barely read Barthes can still do strong semiotic clients on subjective aesthetics, and that’s design work. A professor steeped in the subtle- lecturing them on twentieth-century French ties of Derrida can still do crappy semiotic philosophy. Furthermore, how many clients design work. Furthermore, you don’t have to are going to let you use the language of fully buy into these philosophies in order to get graphic design to deconstruct itself on their something out of them tactically.

HOW DO YOU TRANSLATE THESE ABSTRACT PHILOSOPHIES INTO A WORKING

DESIGN PRACTICE? THE GOOD NEWS IS: YOU DON’T HAVE TO BE A

PHILOSOPHY MAJOR TO MAKE INTERESTING SEMIOTIC DESIGN.

BALANCE FORMS AND RECONCILE PARADIGMS 223 Interview: Zak Kyes

Zak Kyes is a designer working in the semiotic designer’s role in contemporary culture. Warhol tradition whose work also happens to look had it right. He didn’t want the boutique; he great. Samples of his work in this chapter illus- wanted the supermarket. trate semiotic design. I asked Zak about his approach. Marshall McLuhan says, “All advertising advertises advertising.” Advertising and How is your personal approach to design marketing (and graphic design, in their service) different than the culture jamming approach? have become intrinsically related to the corporate system of selling stuff. How can graphic My approach has little to do with activism. I design critique the very language it speaks? Is actually have a problem with the style of activ- there a tactical way around this paradox? ism that tells an extremely simplifi ed story and leaves out the complexity, almost becoming the Where the designer stands in relation to the kind of propaganda it critiques—for example, a cycle of production or “language” is an interest- design that says, “Corporations lie.” The reality ing starting point. The idea that the designer is that corporations are now the major cultural as a cultural producer is outside (but occasion- producers, a much more complicated story. ally contributes to) this cycle and is therefore Once purely cultural entities such as museums an impartial voice is impossible. In reality the and even high-profi le artists now more closely designer is equally consumer and producer of resemble corporations. culture. Design can take a strategic view that This is not to say there is no chance to attempts to create an amalgamation, where change values; not at all. In a recent exhibition the content/facts/information/production are at the Serpentine, the artist Rirkrit Tiravanija re- no longer separated from the form/thrill/plea- created his apartment in the gallery— complete sure/consumption. For example, work being with kitchen, books, beds, and music to play. produced at CalArts in the early ’90s developed Within the social and behavioral confi nes of a an approach that focused on the designer’s sub- white cube, he took a strategic position and cre- jective role in creating design’s message. The ated a livable world where you could eat, relax, pages of Emigre magazine offer a visual history and relate to other people. His world proposed a of this evolution, where the designer’s unique different set of values for an arts institution but interpretation is central. In the generation just yet existed within its framework. This relation- preceding mine, some very informed designers ship of symbols, organization of information, worked in an almost classical typographic man- and self-imposed constraints could be com- ner, not in opposition to the past but as a way pared to the design of a book—or the graphic to shift the frame toward other concerns, like

224 HOT-WIRING YOUR CREATIVE PROCESS Zak Kyes and Tahli Fisher designed this invitation for the 2005 CalArts MFA Thesis exhibition Shipping & Receiving. The invitation is designed into the envelope itself. These envelopes were mailed empty. By integrating the message (content) into the container itself (form), the designers create a tension that acts as a semiotic critique of communication in general.

BALANCE FORMS AND RECONCILE PARADIGMS 225 the use of language. Both are attempts to rejoin “corporation”], or fi nding myself naturally more facts and form to create a new approach. I think attracted to the work of some artists at CalArts, the “design-frame” shifts when the traditional I somehow had a vision that this overlap was forms of organizing information start to break interesting but still wanted my work to be down. That’s certainly visible now and you can viewed as communications, so I never went too also see it in the way people dress. far toward art. For me it’s important that design is informed by the world around it and has an What are your criteria for selecting edge that is avant-garde—that it experiments clients to work for? with ways to make information remarkable and exciting. To be prosaic, it’s not always my choice whom I work for. I have to design what is given to me. Why do you design instead of just making art? Luckily the projects often come from commis- sioners who do not have a fi xed position on I like Brian Eno’s suggestion of an “art experi- what the fi nal product will be and are attracted ence.” He proposes that we think of our rela- to the experimentation and thinking of my pre- tionship with objects as an experience located vious work. on a continuum (art/design or art/non-art). The ideal of many graphic designers is to In some moments, you have more of an “art become a fi gure who is able to work with any experience” and in others, more of a “design type of client, with any content, under the guise experience.” of solving any problem. I don’t know what the The work I create is for an imaginary person point of this is. If you do not already share a whose frame of experience is not relegated to similar world with the people you work for, it’s either end of this spectrum, and who is com- probably for a good reason. This connection is fortable with a little bit of ambiguity, of being something I look for, so I mostly work for peo- between, and looking beyond. ple that make things—writers, fashion design- Having worked on art-world projects ers, architects, and artists. with etoy [an experimental conceptual art

“THE IDEAL OF MANY GRAPHIC DESIGNERS IS TO BECOME A FIGURE WHO IS ABLE

TO WORK WITH ANY TYPE OF CLIENT, WITH ANY CONTENT, UNDER THE GUISE OF

SOLVING ANY PROBLEM. I DON’T KNOW WHAT THE POINT OF THIS IS.”

226 HOT-WIRING YOUR CREATIVE PROCESS DVD cover design by Zak Kyes for On The Edge: The Femicide In Ciudad Juarez, a fi lm by Steev Hise. The cover lists the names of the female murder victims from Ciudad Juarez. Kyes uses text to draw an abstract picture of these murders that is more holistic and chilling than any single photographic image could be.

BALANCE FORMS AND RECONCILE PARADIGMS 227 Zak Kyes designed this cover for issue 15 of Specialten Magazine. He creates visual tension by combining overprinted typography with a photograph of physical objects printed with the same typeface. Further tension is created in the photograph by fi gure ground ambiguity and overlapping planes of type. The miniature broom and fi ling boxes disrupt our sense of scale. A fi nal layer of irony is added by using a color photograph to represent a scene that is largely black and white.

I love the aesthetic of your work. How is the look of your work related to your tactical approach?

The aesthetic is sometimes a byproduct of uncertain. There is also a general attraction content-based decisions but is also “front- to twisting and warping images to create a loaded,” based on research and directions distorted secondary meaning. This secondary I want to explore. This unguided, unrelated meaning tries to address more abstract top- research often takes the form of a secondary ics like noise or change or complexity—which “counter-voice” to the content. There is room eventually form the message of the work, once for the unconventional, awkward, strange, and you look beyond the facts.

228 HOT-WIRING YOUR CREATIVE PROCESS Performative Design Performative design is a great strategy for setting yourself apart from the pack. It’s liter- Semiotic design is one kind of contextual ally thinking outside the box of the 2D page. It design that usually happens within the 2D involves a concern for marketing, materials, picture plane. Another approach to contextual and delivery mechanisms, but this concern can design is what I call performative design. Rather actually improve the interest of your overall than trying to fi t the third layer of contextual design concept. commentary into the dimensions of the design space (printed page, video screen, computer MOVE BEYOND THE FRAME monitor), performative design puts the third In the world of painting, frames provide a kind layer of content entirely outside the frame of of context that separates the painting from the the design space and into 3D physical space. wall. Derrida says that when the frame is doing The performative designer functions like a its job properly, we don’t even notice it. It’s not sculptor in some instances and a performance part of the wall, and it’s not part of the picture. artist in others. Of course, we can’t use those Graphic design has its own frame—the edge terms because design is not art. For sculptor, of the 2D design space. Performative designers substitute expert in experimental materials. For intentionally move beyond the boundary of this performance artist, substitute expert in experimen- frame, and in so doing, make the frame visible. tal marketing strategies. They do this in a way that intrinsically relates Performative designs reference, incorporate, to the content of their design. and recontextualize the environments in which In theater, the “fourth wall” is the imagi- they appear. Sandwich boards are an example nary boundary between the actors and the of performative design. A person is hired to audience. This boundary ensures that an actor wear the 2D design on himself and walk around won’t come out of character mid-performance town as a mobile, sculptural, performative and ask the gentleman in the front row for a advertisement. People who wear T-shirts that cigarette. There is a kind of fourth wall between say Tommy Hilfi ger, Old Navy, or Abercrombie graphic design and its audience. Magazine & Fitch are in effect walking sandwich boards advertisements don’t pop out of the magazine for those brands, except that instead of getting and into dimensional space. Billboards don’t paid to spread brand awareness, they pay these walk up to you and ask for a cigarette. companies for the privilege. Kooky.

PERFORMATIVE DESIGN PUTS THE THIRD LAYER OF CONTENT ENTIRELY OUTSIDE

THE FRAME OF THE DESIGN SPACE AND INTO 3D PHYSICAL SPACE.

BALANCE FORMS AND RECONCILE PARADIGMS 229 SOMETIMES I’M INCLINED TO AGREE WITH ARTIST AND CATHOLIC NUN

SISTER CORITA KENT: “DAMN EVERYTHING BUT THE CIRCUS.”

One of the goals of is to album called Fantastic Spikes Through Balloon. He break down the fourth wall of theater. A per- designed another CD package with an enclosed formance artist might start a dialogue with his cigarette in the transparent spine of the case audience, throw things at them, or invite them for a musician who loved to smoke. For the up on stage. Likewise, performative design band , he even designed a Christmas seeks to break down the fourth wall of adver- card that plays as a record. Again, in each of tising. The results are initially startling to the these cases, his use of experimental materi- audience, but this surprise soon turns to delight als was directly related to the concept of each if the designer has done her job well. There are project. Sagmeister is not an industrial designer. two main ways to move beyond the frame. He’s not designing furniture or cars. He’s still essentially a graphic designer. He has just Use Experimental Materials expanded the parameters of graphic design to Experimental materials and production meth- include sculptural elements. ods can introduce a sculptural, dimensional element to your design. Stefan Sagmeister is a Use Experimental Delivery Mechanisms master of this practice. He designed a pop-up Experimental delivery mechanisms (promo- business card with a logo that expanded into tional strategies) can be used to introduce 3D space. He designed a lenticular business a performative, relational element to your card that changed when a person tilted it, like design. The circus is the classic example of this a Cracker Jack prize. He designed a spinning approach—it is entertainment and marketing business card with alternate letters of the logo- all wrapped up in a microcosmic, immedi- type printed on opposite sides of the card, and ate package. You watch a group of performing the only way a person could read the logo was clowns while another clown walks through by spinning the card on an attached string. In the crowd selling clown T-shirts. Of course it’s all cases, the experimental materials advanced marketing, but there is nothing sneaky about it; the conceptual goals of the project. The busi- it’s all enjoyably integrated into a classic, multi- ness cards were for creative agencies. The sensory experience. (Sometimes I’m inclined to cards immediately sent the message, “We’re agree with artist and Catholic nun Sister Corita unique, and we’re able to get people’s attention Kent: “Damn everything but the circus.”) in unique and memorable ways.” Unlike most Once again, Stefan Sagmeister is the con- business cards, which get thrown away imme- temporary master of this kind of design. In diately, Sagmeister-designed business cards are Vienna he was hired to make posters advertis- often kept for years. ing a fashion event, to be placed on famous Sagmeister designed a CD package with advertising columns in the middle of the city. holes punched into the actual case for an Sagmeister decided to dress the columns up

230 HOT-WIRING YOUR CREATIVE PROCESS in fashion gowns as part of the promotion, but The delivery mechanism was directly related to the media buyers failed to reserve the col- the concept of the project. umns in time. Undaunted, he made replicas of The only way this kind of design/marketing the columns and dressed them up in gowns. integration can be achieved is for the designer Furthermore, his fake columns were mobile. He to be involved in the creative process from the hired students to stand inside the columns and beginning. If the graphic designer has no infl u- move them around town. ence over the marketing of the product, perfor- Some students developed a technique of mative design is not likely to occur. standing still long enough for people to start reading the posters, and then they would sud- INSCRIBE A TRACE OF THE denly move and freak the people out. Other PERFORMANCE WITHIN THE FRAME students would chase people down the street. In addition to pushing your design outside the The project got tons of press and was a success. frame of the page and into the performative A nonperformative designer thinking “inside realm, you can also bring the performative the frame” never would have arrived at that realm into the boundaries of the frame. You solution. She would have simply designed the accomplish this by inscribing into your design 2D poster deliverables and turned them in. The the evidence of some real-world performa- details of their implementation would have tive act. been somebody else’s problem. Once again, Sagmeister provides the quint- Aren’t these experimental delivery mecha- essential examples. For his AIGA Detroit poster nisms just marketing and promotion rather shown in Chapter 3, he had the ad copy carved than graphic design? Usually. But when the directly into his own skin (just the kind of nature of the promotional campaign is directly thing a performance artist would do). His torso related to the literal form and content of the was then photographed, and the photograph graphic design, this constitutes performative became the advertisement. The trace of the per- design. By dressing these very offi cious-looking formance was inscribed within the frame of the columns in the fabrics of fashion, Sagmeister 2D design space. You can’t look at this poster brought them to life, quite literally. In so doing, without thinking about the performative event. he mirrored the way in which this fashion In Sagmeister’s monograph Made You Look, event brought the historic city of Vienna to life. his own handwritten notes appear in the

IF PERFORMATIVE DESIGN STRATEGIES WORK FOR YOUR CLIENT, THEN THEY WORK.

WHO CARES IF THEY ARE MORE LIKE MARKETING THAN “PROPER” DESIGN?

BALANCE FORMS AND RECONCILE PARADIGMS 231 margins of the book. Because the notes are Magazine designers understand “allure handwritten, it feels like each copy of the book versus clarity” in terms of “readability versus was previously owned by the designer himself. legibility.” Experimental designer/educator Dan It makes the entire reading experience feel Friedman explains, “Legibility (a quality of effi - more immediate and intimate. cient, clear, and simple reading) is often in con- fl ict with readability (a quality which promotes DON’T MISS IT interest, pleasure, and challenge in reading).” In Contemporary design historians have had an other words, you could design an article to be awkward time categorizing Sagmeister’s work so safe and plainly legible that it becomes bor- because most design historians evaluate what ing and unreadable. Designer Herbert Lubalin exists within the frame of the document border. concurs: “Sometimes you have to compromise But Sagmeister’s poster for the fashion columns legibility to achieve impact.” alone hardly represents the genius of that over- Of course, there is no reason a design can’t all campaign. be both alluring and clear. Each project requires If performative design strategies work for its own particular balance, and fi nding that bal- your client, then they work. Who cares if they ance is one of the main challenges of graphic are more like marketing than “proper” design? design. You don’t need to adhere to the established boundaries of graphic design—you just need to solve the problem. Samples and Examples (Emulation) The next time you are stuck on a project, vs. Principles (Formalism) try thinking beyond the frame of your medium. Performative design may be just the strategy to Emulation and formalism are two different help you overcome the project’s roadblocks. ways to learn design. The emulator looks at a bunch of work by other people, gets the general intuitive idea, and then proceeds to design. The Allure vs. Clarity formalist learns a bunch of principles and then proceeds to design based on those principles. This dichotomy is closely related to form versus Here again, neither method is “right.” Emulation content. Design should be inviting and inter- and formalism should always work in conjunc- esting, but it also has to be understood. Allure tion with each other. Examples illuminate prin- increases audience interactivity and involve- ciples; principles illuminate examples. ment, but at what cost? If the design is so mys- terious that it is undecipherable, then allure turns to confusion and defeats its own purpose.

232 HOT-WIRING YOUR CREATIVE PROCESS Handmade vs. Machine-Made Design Cycles: Minimalist vs. Ornate vs. Chaotic This particular dichotomy is inseparable from human history and culture. In general, people To grossly oversimplify, graphic design prefer whichever design approach is rarest in throughout history cycles in and out of three their own era. The Celtic monks of A.D. 600 val- main phases—chaotic, ornate, and minimal- ued symmetry. They thought it was an attribute ist. Chaotic design phases are full of free-form of God. Their technology was such that they experimentation and a lack of interest in couldn’t make their designs absolutely sym- universal rules and principles. Ornate design metrical. They prized the precision of machine- phases are full of fi ligree, gilding, and ornamen- made design (compasses and rulers were their tation. Minimalist design phases are marked by machines) because it was rare in their era. a concern for rigorous principles and a desire Contrarily, in the late 1800s, England was to impose on the content as little as possible. oversaturated with shoddy, machine-made These phases sometimes overlap, and they goods. In reaction to this, William Morris spear- don’t follow each other in any predictable his- headed the Arts & Crafts movement, which torical order. valued a return to handmade craftsmanship in Here is a chronological sampling of phases design. from the mid-1800s to the present: Fast-forward to the rave/techno design movement of the 1990s. Computers were cool, Victorian (chaotic) new, and still relatively rare, so machine-made Art nouveau (ornate) design was all the rage. Dada (chaotic) As I write this book in 2006, computer-aided Bauhaus (minimalist) design is commonplace. Consequently, there Art deco (ornate) is a revived interest in hand-drawn illustration, International style (minimalist) hand-drawn “vernacular” lettering, and the Psychedelia (ornate) physicality of analog textures. We now desire Punk (chaotic) evidence of human imperfection in our design. Neo-modernism (minimalist) Whichever approach you choose, be sure it logically relates to your project. You don’t want This list is by no means comprehensive or even to use irregular, hand-drawn lettering to adver- terribly accurate, but it illustrates my point. tise a precision-engineered automobile simply Which type of movement is the best? I offer because hand-drawn lettering is “in.” a single quotation in defense of each:

BALANCE FORMS AND RECONCILE PARADIGMS 233 Minimalist design: “Less is more” (Ludwig Interview: Milton Glaser Mies van der Rohe) Milton Glaser has been designing for over half Ornate design: “GLORY be to God for dap- a century, and he’s still producing relevant con- pled things—/ For skies of couple-colour as temporary work. I asked him how he reconciles a brinded cow; / For rose-moles all in stipple the differences between contemporary and upon trout that swim; / Fresh-fi recoal chest- timeless design. nut-falls; fi nches’ wings” (Gerard Manley Hopkins) In your speech “Ten Things I’ve Learned,” you said, “Anybody who is in this for the long Chaotic design: “I am the world’s forgotten haul has to decide how to respond to change boy / the one who searches and destroys” in the zeitgeist. What is it that people now (Iggy Pop) expect that they formerly didn’t want? And how to respond to that desire in a way that Now that each side has had its say, I offer a doesn’t change your sense of integrity and word in defense of plain old wisdom: Choose purpose?” Personally, how do you do it? the approach that best suits your project. Design statesman Milton Glaser offers a wise You mean from the perspective of a practicing rebuttal to van der Rohe’s modernist dictum graphic designer? “less is more.” Glaser says, “Just enough is more.” Whatever approach it takes to come up with a Yes. great design, that’s the best approach. Because the answer is quite specifi c. It differs vocationally. If you’re an architect, the answer Contemporary vs. Timeless is not the same because your work lasts longer and is less ephemeral. Is it possible to create design that speaks to But when you’re dealing with questions of your own era and is also timeless? Design communication that are deeply rooted in ideas must at least be contemporary, or it will not be of style or change (our economy is driven by remembered long enough to be judged as time- this idea of change and obsolescence)—when less. Perhaps the best a designer can hope for stylistic idioms change, you have to refl ect on is to remain in dialogue with changing culture, your relationship to that change. practicing a career of evolving relevancy that Advertising is most susceptible to change accumulates in the creation of what will even- because it has to be cool and appear cur- tually be judged as timeless work. rent. Advertising is driven by making people

234 HOT-WIRING YOUR CREATIVE PROCESS dissatisfi ed with what they already have. That But I don’t think that single Bob Dylan is an economic engine of our economy. It has poster describes your career. to do with this idea of replacing what you have and buying more of what now seems to be No, it doesn’t. But I’ve been extremely con- cooler or hipper or more useful or whatever. scious of this issue from the very beginning. My So somebody in advertising must be very con- orientation has always been not to use what scious of the fact that when the voice begins is going on at the present as the root of my to change in the culture, when some element work, but to use the continuity of history and becomes more visible, you have to accommo- the continuity of art as the basis for it. When date that change and drive it. we started Push Pin Studios [in 1954], I became As a designer, you’re in a middle ground very much identifi ed with a certain kind of between marketing and sales and certain ideas style—psychedelic, working with fl at colors and about aesthetics—beauty, form, and so on. It’s tints and all that. But I was also very conscious always hard to get that balance between what that I would be parochialized forever if I contin- is driven by marketing and fashion, and what is ued doing it, so when I left Push Pin, I started driven by an idea of aesthetics and beauty. what you might call the second phase of my life, where the work was much less identifi ed Was there ever a time where you felt your with the Push Pin period. My work was also own work was perceived as dated? more stylistically neutral—the style really came out of the intent of the piece. I was careful to It’s inevitably true that once you become identi- try to achieve a general rootedness in the disci- fi ed with a particular moment in time, it’s very plines of typography, color, drawing, and so on; hard to disentangle yourself from that moment, so whatever the stylistic moment, I had enough especially if you become successful early. I sus- mastery over the form to be able to move in it. pect that some of the work I did, like the Bob Students are susceptible to investing in Dylan head, will pursue me to my grave. But the style of the moment. Then when that as I once said, “Better to be to remembered for style passes, they have no resources except to something that you no longer do than not to be rethink what it was they should have learned remembered at all.” earlier. It is a real vocational problem when

“STUDENTS ARE SUSCEPTIBLE TO INVESTING IN THE STYLE OF THE MOMENT.

THEN WHEN THAT STYLE PASSES, THEY HAVE NO RESOURCES EXCEPT TO

RETHINK WHAT IT WAS THEY SHOULD HAVE LEARNED EARLIER.”

BALANCE FORMS AND RECONCILE PARADIGMS 235

Milton Glaser’s iconic poster of Bob Dylan from 1966 encapsulated an era of psychedelic design, but it didn’t limit Glaser’s development of a versatile, boundary-crossing design practice.

people think that the style of the moment has rest of it. It’s very hard to resist that dissatisfac- any “truth” to it. The style of the moment is tion if you are part of the system—if your role only a vernacular that you must master—if is to convince people that they should have that’s what you’re doing at the moment—with these feelings and that there is something new the understanding that “this too shall pass.” on the horizon. The “new” itself is intrinsically more interesting than what has passed. Our In your post–Push Pin phase, have you ever obsession with the new and emerging has hurt done work for clients who came back to you and the culture enormously on every level imagin- said, “This isn’t ‘Milton Glaserish’ enough”? able. And it is driven by television and advertis- ing, and everybody is susceptible to it. Every day That sometimes happens, but not frequently. I you’re told that the way to achieve happiness did something for Starbucks some years ago in America is to have a better home, better which was very much in the manner of work I furnishings, a better car; and that becomes the had done 20 years earlier. When it’s done that central objective of many, many people. And if way, it’s like any other job where you use a you are in the world of advertising particularly historical reference; except in this case I was (but it certainly doesn’t exclude design), there my own historical reference. But generally is almost no way you can remain immune to speaking, I haven’t worked that way. I endorse those forces. the idea of redefi ning the client’s expectation. Since my approach is rooted in solving the As you approach a new project, do you always client’s problem (or reestablishing the nature of use illustration, or do you let the project dictate? the problem), clients don’t usually want me to repeat myself. I love illustration. Basically, I love to make things. My instincts are: Whatever it is, I want The current “slow design” movement proposes to make it. The act of making is really thrill- that there should be less change over time. ing to me. A lot of people don’t have this same Do you think it would be better ethically or instinct, and for a lot of design you don’t need aesthetically if stylistic design cycles changed it. What you need is a conceptual strength to less? Maybe that ties into economics? link ideas. So there are two kinds of satisfac- tion, both of which I enjoy very much. One is to I think it does. Our culture is based on dissatis- fi nd the hidden answer contained within the faction and the idea of the search for the new— question. (Every question presumes its answer, the search for new opportunities, the search for and fi nding that answer is thrilling.) And the a new life, the search for a new car, and all the other way I love to work is to physically make something—a drawing or collage or something.

BALANCE FORMS AND RECONCILE PARADIGMS 237 And I would guess that the physical act of How are you going to say whether some- making things informs the conceptualization thing’s too big or too small unless you’ve gone of your design solutions as well. through the experience of comparing big and small a thousand times in drawing? There is no Very much. In fact, one of the things that distin- better educational instrument for developing guishes my work is the fact that I use drawing sensitivity to shape, edge, and color than draw- so frequently as an element. As you know, a ing. It affects the neurological system so that lot of designers don’t draw at all, and to some you begin to integrate this information into degree, it isn’t essential to the process of design. an aesthetic. Where is your aesthetic going to come from if you don’t have that experience? So a designer can skip the process of drawing altogether and simply cut, I want to talk a bit about modernism. It sought paste, and collage on a computer? to be timeless, but it wasn’t. Although Müller- Brockmann’s work is lovely, it now represents I think you can. I think you can be a designer a distinct visual period. What is still valuable without being able to draw a stick fi gure. But about modernism, and what did they get wrong? again, there are two things we’re talking about. One is vocational possibilities: You can get a job. They didn’t get anything wrong. There was the The other is expressive possibilities: If you don’t hubris of believing in an ultimate solution to have a sense of form, you’re out of luck. This is the question of what art could be or what life one reason things look so horrible now—people could be. I mean, you have to be a little more don’t have primary training in form, color, modest about that. And so they said art should typography, and whatever else they do. They be reductive and clear and simple and uniform only have opportunistic training—learning the and unornamented—they had their litany of all programs and assembling material that already the things. Modernism came out of a historical exists. Assembling things that already exist context and was essentially a religious move- is very different from making things. You are ment in its earliest manifestations. It had (and always the victim of the software somebody has) that manifestation of belief: “We have has already prepared for you. Undoubtedly fi nally found the messiah, and here’s what it these tools can be used inventively. I’m hav- is.” And it was sped forward by the fact that you ing a terrifi c time working with the computer could teach it, unlike many manifestations of because I’m trying to make it do things that art which are not teachable. The rules and ideas are not customarily considered appropriate— about modernism were easily integrated into getting texture into digital work, and complex- academic programs. ity, and overlaying, and all this. It’s great, but it’s also because I have a sense of form.

238 HOT-WIRING YOUR CREATIVE PROCESS Do you think that’s why it had a One of my pet criticisms of modernism is longer run than art nouveau? the elimination of ornament. I mean, that’s silly. Why should you eliminate one of the funda- I think so, because you could literally say, mental, most historically powerful instruments “Here’s what you must do.” And like religion of communication? So those kind of silly ideas, itself, when you give people a lot of rules they which are linked to other persuasive ideas, have to follow, it keeps them off the street. So became a kind of methodology. At a certain fi nally everybody thought, “I know how to do it. point, what was most obvious to me was the I can make design and here’s the answer.” And fact that you cannot speak to all people with once you provide that as a kind of mechanism the same voice. The “fact” that sans serif fl ush- to young people, it becomes their reality. It’s left Helvetica was the way to say anything you very seductive to feel that there is an answer were saying was silly. to anything—to life or to art. [Art historian] E. H. Gombrich said, “There is no art; there are At Push Pin, did you intentionally set out to only artists.” And I think Gombrich had it right. reintroduce a more Arts & Crafts approach There is no design; there is no art. It’s only as a conscious opposition to modernism, or is what happens at a particular moment in time that just how you were working at the time? where people invent what those things are. You invent what design is. I don’t know. I think I personally just got bored Modernism had a long and useful run. It with modernism. It was a great starting point, cleared away a lot of deadwood. It did give and we were all modernists because that people a way to start. And it is a terrifi c way to was our training. But I had gone to Italy on a start. You can start with the idea that educa- Fulbright. I saw Baroque architecture, which is tion needs to start with the principles of mod- supposed to be bad stuff, but I’m looking and ernism. Just don’t believe modernism is “true.” I’m thinking, “You know, this ain’t so bad!” I Modernism is kind of a workout. You get your- got a more historical view of what design was, self a muscular system. what form was, what architecture was. Also, I

“ONE OF MY PET CRITICISMS OF MODERNISM IS THE ELIMINATION OF ORNAMENT.

I MEAN, THAT’S SILLY. WHY SHOULD YOU ELIMINATE ONE OF THE FUNDAMENTAL,

MOST HISTORICALLY POWERFUL INSTRUMENTS OF COMMUNICATION?”

BALANCE FORMS AND RECONCILE PARADIGMS 239 realized how parochial and stupid I was for not Are aspects of modernism and grid design understanding the visual history of the world. inherently related to corporate identity systems? And I just said, there’s another way to look at all this stuff—a broader and more interesting Identity is driven to some degree by technical and more complex way. The nice thing about issues: A good identity has to be reduced to one- rules is that they protect you from failure. The fourth inch in a newspaper and still be under- downside is that they also prevent you from stood. So by that fact alone, identities can’t going beyond the boundaries of what is already be complex. They have to be coherent; they agreed upon. have to be simple. All those kinds of technical

Milton Glaser’s 17-foot cloud wall for the Rubin Museum of Art, designed in 2004. As much a work of art as a piece of interior design, its motif is inspired by clouds from Tibetan art.

240 HOT-WIRING YOUR CREATIVE PROCESS demands set the stage for what you can and earning a good living because they are doing cannot do. But I always thought that the camel something they’re good at, and they’re doomed. on Camel Cigarettes was as good an identity Stay loose for the fi rst fi ve, ten years of as you could ever fi nd because it sticks in the your work life until you have enough skill and mind, you remember it, and there’s a sense of understanding to make a choice that you can incongruity. So when you talk about identity, stay with for the rest of your life. After all, as designers have a kind of geometric stylization you said, you may be doing this for 50 years. mode for identity, but I think it can be more The worst thing you can do is fi nd yourself in a interesting than that. Also, now all the identi- job that you’re not particularly interested in for ties are so much in the same camp that they 40 of those years. become impossible to differentiate. Travel a bit. For Americans, going to Europe and getting out of American culture is another To return to the original quotation, “Anybody good thing to do—to realize there’s another uni- who is in this for the long haul has to decide verse with different beliefs that may affect your how to respond to change in the zeitgeist.” Are view of yourself and what you do. there any crucial pieces of advice that you would give to a design school graduate who is Once a designer has done her ten-year trial going to be doing this for the next 50 years? period and she knows she’s in it for the long haul, by that time will she know all she needs to know? The fi rst thing is: Don’t make up your mind too soon about what it is you want to be doing. Quite the contrary. The great thing about my You have to wait a long time to fi nd out what life is that I come to work every day with the really interests you. One of the big problems possibility of learning something I don’t know. that young people have is that they get stuck In this particular fi eld, there is always more to too early in an inadvertent career path. They learn than you know. You never get there. There take the fi rst job they have, they spend six is a universe that you have not even encoun- months doing it, and either they move or they tered, and the possibilities for getting closer to stay. If they stay, they get better at it, they get that universe exist, even at this “ripe old age.” I higher pay, and before you know it, that’s their just did something for the Holocaust Museum career. Quite by accident they got a job in edito- in Houston, and I think it’s the best thing I ever rial design, then after fi ve years they discover did. It’s just different, and it takes off from a they don’t like editorial design. But they can’t different place and a different assumption. And move out of editorial design because now they I’m thrilled by the fact that I can still learn new have a kid and a Manhattan apartment, they’re tricks.

BALANCE FORMS AND RECONCILE PARADIGMS 241 Milton Glaser’s reverently redemptive poster for the Holocaust Museum in Houston, designed in 2006. The text is from the Viktor E. Frankl’s book Man’s Search for Meaning.

242 HOT-WIRING YOUR CREATIVE PROCESS The Human Element: You

After all this talk of paradigms and forms, mod- ernism and deconstruction, performance and semiotics, balancing and reconciling, it may seem as if design is just a series of theories and opinions. Nothing could be further from the truth. The art of creative design ultimately relies heavily on the individual personality of the designer. Otherwise, anyone could follow basic modernist principles and be as good as Josef Müller-Brockmann. Anyone could follow his own untrained intuition and be as good as David Carson. This is not the case. Rules and paradigms can help, but they don’t instantly transform mediocrity into greatness. The trick is fi guring out ways to apply these approaches to your own personal practice. The “way” to greatness is through work. The only way these paradigms and formal systems can get worked into your working design is through work. Experiment with asymmetrical balance. Experiment with adding a semiotic layer of commentary. Experiment with perfor- mative design. Only by applying these abstract concepts to your work can you begin to truly own them.

BALANCE FORMS AND RECONCILE PARADIGMS 243 WHATEVER YOUR HAND FINDS TO DO, DO IT WITH ALL YOUR MIGHT.

—ECCLESIASTES 9:10

244 HOT-WIRING YOUR CREATIVE PROCESS CONCLUSION TAG. YOU’RE IT.

Art historian James Elkins wrote a book In The Thinking Eye, Paul Klee meditates called Why Art Cannot Be Taught. In it, he on the diffi culty of teaching art and contends that since art is so unlike other design at the Bauhaus: academic subjects, such as mathematics and science, it is very diffi cult to teach Education is a diffi cult chapter. The in a straightforward manner. In a simi- most diffi cult. The education of the lar way, design is diffi cult to teach. You artist above all. Even if one supposes can learn the rote, rudimentary rules it to be continuous, even if one sup- of graphic design in a few years, but it poses that there might be a certain takes a lifetime to develop these rules number of real educators, many into something resembling a creative remain within the realm of the visible, practice. because it is enough for them. Few get to the bottom and begin to create. Most stick rigidly to theories because they are afraid of life, because they dread uncertainty.

245 INITIALLY, THE APPROACHES IN THIS BOOK WILL FEEL UNCOMFORTABLE, AND YOU’LL WANT

TO RETURN TO YOUR SAFE, KNOWN PRACTICE. BUT IF YOU ARE WILLING TO EXERCISE

NEW DESIGN MUSCLES, YOU WILL EVENTUALLY BECOME A BETTER DESIGNER.

To teach design effectively is to risk an This book is by no means the fi nal word on element of uncertainty. The exercises and design creativity. My hope is that it will lead approaches in this book are not a color-by- you to further develop your own creative strat- numbers recipe for success. Like Brian Eno and egies. Create your own exercises. Experiment Peter Schmidt’s Oblique Strategies, they require with new production methods. Send yourself intelligent and tailored application on your part. back to school, so to speak. Which parts of this book are most applicable Graphic design can be understood as a set of to your process and how will you incorporate formal rules to be followed, but the best graphic them into it? Only you can answer those ques- design is always a step beyond mere adherence tions for yourself. to formal principles. The greatest designers Furthermore, practice does not guarantee are in communication with the problem, the success or even growth. Edward de Bono tells client, and the audience. They are translators, of the two-fi ngered typist who never got appre- fi nding the essence of a design challenge and ciably faster at typing. According to de Bono, articulating its answer in a compelling, clever, “If you practice poor thinking for years you appealing way. will become an extremely good poor thinker.” Designer Stefan Sagmeister’s lifelong client Likewise, if you practice mediocre graphic Hans Gratzer, former director of the theater in design for years, you will become an extremely Vienna called Schauspielhaus, said this about good mediocre graphic designer. Sagmeister: “He understands the problem, I play the guitar. I used to pick with three circles the subject, grabs it, turns it around, fi ngers rather than fi ve. I was OK, but there rips out its secret, separates it, forms it into a were certain things I simply wasn’t able to play. picture, and gives back the secret.” (Would that Adding my other two fi ngers made everything all our clients had such an appreciation of our worse for a while. It felt really uncomfortable. work!) Design at this level requires passionate But eventually I got used to it, and my play- dedication to the creative process and faith that ing markedly improved. The same will be true we designers are more than wage-labor com- with some of the exercises and approaches in mercial fl unkies. this book. Initially, they will feel uncomfortable, If this book is able to inject some joy, play, and you’ll want to return to your safe, known and fulfi llment into your commercial practice, practice. But if you are willing to exercise new then it will have served its purpose. May you design muscles, you will eventually become a apply yourself passionately and intelligently to better designer. your craft so that the world becomes a more beautiful, livable, functional, enjoyable place.

246 HOT-WIRING YOUR CREATIVE PROCESS ExercisesExercises

The last thing a busy designer has time for is Style and Genre Exercises rudimentary design exercises, yet they can help keep your ax sharp in the midst of a poten- Design two solutions for the same design tially ax-dulling workload. Given that, don’t feel problem in two similar historical genres (for obliged to do these exercises on a regular basis, instance, art nouveau and art deco). Focus or even at all. They are simply ways to experi- on similarities and nuanced differences. ment and grow outside of your commercial practice. Design two solutions for the same design problem in two contrasting historical genres (for instance, Swiss grid Modernist and post- Time-Limited Exercises modern grunge). Focus on differences and nuanced similarities. Completely design a CD cover or poster in 3 hours. Design three solutions for the same design problem. For the fi rst solution, adhere Completely design a CD cover or poster in 30 strictly to a grid system. For the second, use minutes. the same grid system but try to deconstruct it, breaking the rules of the grid and push- Draw 30 sketches in 60 minutes (2 minutes ing it to its limits. For the third, abandon the per sketch). Don’t judge their value. Move grid altogether and simply compose your on to the next sketch immediately. You are design in free space using intuition. Use the going for quantity and creative stamina over same typefaces, copy, and colors for each actual sketch quality. design, relying solely on layout and compo- sition for your expressive differences. Draw 30 circles (1 inch in diameter) 2 inches apart on a newsprint roll. In 5 minutes (10 Design an advertising campaign in different seconds per circle), draw sketchy details media for one product. For example, design around each circle to make it a unique a billboard, a poster, a newspaper advertise- image (Saturn, a baseball, a teapot). Again, ment, and a 30-second video spot for the the emphasis is on creative stamina rather same jazz band performance. than sketch quality.

EXERCISES 247 Design a poster supporting a political cause, Conceptual Exercises then translate that same cause into a more tactical medium—one that relies less on a Design an advertising campaign for the physical design object and more on a clev- same product in two modes: contempo- erly implemented performative concept. rary and timeless. Make the contemporary design as trendy, hip, and cutting edge as Design an advertising campaign for the possible. Make the timeless design as classic same product in two visual styles: machine- and style-agnostic as possible. made and handmade. Make the machine- made style as digital and futuristic as Design an advertising campaign that possible. Make the handmade style as appeals equally to teenagers and senior analog, nondigital, physical, and organic as citizens. possible. Design an advertising campaign for a politi- cal cause that appeals equally to conserva- Perspective Exercises tives and liberals.

Advertise the same product to different Design an advertising campaign supporting demographics: teenagers, yuppies, retirees, a cause you support. and so on. Design an advertising campaign supporting Translate a real-world design project into a cause you oppose. an experimental art project. Ask yourself, “If there was no client, how would I proceed?” Design fi ve different advertising campaigns for the same product. Each campaign should focus heavily on one of the fi ve design realms from Chapter 9. For instance, the fi rst campaign should focus heavily on the realm of media constraints; the second, on the realm of audience needs; and so on.

248 HOT-WIRING YOUR CREATIVE PROCESS Stefan Sagmeister suggests using the fol- Of the two projects above, which did you enjoy lowing four-part, multiple-perspective tech- more? Which was the most successful? nique, which he adapted from ad executive James Young’s 1939 manual A Technique for These are just a handful of exercises. Feel free Producing Ideas: to invent your own. The idea is to pose chal- lenges that cause you to analyze your particular 1. Think about the project from any point way of working. Then take the lessons you’ve of view—your mom’s, yours, color, form. learned and apply them to your commercial Write each response down on an index projects. card. 2. Spread the index cards out on a big table and see if you can fi nd the relationship between different thoughts.

3. Forget about the whole thing.

4. The idea will strike you miraculously when you least expect it.

Begin with someone else’s advertising cam- paign that you admire and try to improve it.

Choose the most exciting hypothetical design project you can imagine (Radiohead album cover, Pixar feature fi lm trailer, what- ever) and implement it according to very stringent production requirements.

Choose the most boring, rote hypothetical design project you can imagine (adult dia- pers packaging, medical insurance Web site, whatever), and implement it with absolutely no production requirements at all.

EXERCISES 249 Selected Resources

Rather than list all the resources I’ve consulted in writing Chapter 3: Four Ways to Bypass Inertia this book, I’ve selected the ones I think will most benefi t EXPLORATORY SKETCHING the designer who wants to read further on these topics. James L. Adams. Conceptual Blockbusting (4th Edition). Some of the resources are available online as of the time Perseus Books Group. 2001. of this book’s publication, but they may not be there by Edward de Bono. De Bono’s Thinking Course. Facts on File. the time you read this book. These resources are divided 1986. per book chapter and section, beginning with a list of gen- Robert McKim. Experiences in Visual Thinking (2nd Edition). eral resources. Brooks/Cole Publishing Company. 1980. General Resources Nicholas Roukes. Design Synectics. Davis Publications. 1988. Michael Bierut, William Drenttel, Jessica Helfand, and Rick OBLIQUE STRATEGIZING Poynor (editors). Design Observer. www.designobserver. Gregory Taylor. Oblique Strategies. com (Web log). www.rtqe.net/ObliqueStrategies/ (online resource). Kenneth Clark. Civilisation—The Complete Series. BBC Warner. 2006. (Television series originally aired in 1969.) Chapter 4: Mining Art and Design History Kees Dorst. Understanding Design. Gingko Press. 2004. Michael Bambini. The Look of the Century. Dorling Steven Heller (editor). Voice: AIGA Journal of Design. Kindersley Publishing. 1996. http://voice.aiga.org (online magazine and community). Steven Heller, Mirko Illic. Genius Moves. North Light Books. Armin Hofmann. Graphic Design Manual. Arthur Niggli. 2001. 2001. (Originally published in 1965.) Steven Heller, Julie Lasky. Borrowed Design. John Wiley & Kaliber10000 (The Designers’ Lunchbox). www.k10k.net Sons. 1992. (online community). Steven Heller, Seymour Chwast. Graphic Style. Harry N. Paul Klee. The Thinking Eye and The Nature of Nature. Lund Abrams. 2001. Humphries Publishers Ltd. 1992. (Originally published Richard Hollis. Graphic Design: A Concise History in English in 1961.) (2nd Edition). Thames & Hudson. 2002. Ellen Lupton. DesignWritingResearch.org. Owen Jones. The Grammar of Ornament. DK Adult. 2001. www.designwritingresearch.org (personal Web site). (Originally published in 1856.) Bruce Mau. Life Style. Phaidon Press. 2000. Philip Meggs. Meggs’ History of Graphic Design (4th Edition). Marty Neumeier. The Brand Gap, Revised (New Riders). 2005. Wiley. 2005. Newstoday. www.newstoday.com (online community). NL DESIGN (Mieke Gerritzen et. al.). Catalogue of Strategies. Gingko Press. 2001. Introduction: What This Book Colin Rhodes. Outsider Art: Spontaneous Alternatives. Is and Is Not About Thames & Hudson. 2000. Hermann Vaske. www.whyareyoucreative.com (online project). Chapter 5: Vary Degrees of Derivation Thomas Riedelsheimer. Rivers and Tides: Andy Goldsworthy Chapter 1: A Process Primer Working with Time. New Video Group. 2004 (DVD). Hillman Curtis. MTIV. New Riders Press. 2002. Jesse James Garrett. The Elements of User Experience. Chapter 6: How I Stopped Worrying New Riders Press. 2002. and Learned to Love the Edit David Siegel. Secrets of Successful Web Sites. Hayden. 1997. Edward de Bono. Six Thinking Hats. Back Bay Books. 1999. C. McNair Wilson. www.mcnairwilson.com (personal Web site).

250 HOT-WIRING YOUR CREATIVE PROCESS Chapter 7: Software and Systems Paula Scher. Make It Bigger. Princeton Architectural Press. 2005. GENERATIVE SOFTWARE Steven Tolleson. Soak, Wash, Rinse, Spin: Tolleson Design. Joshua Davis. Flash to the Core. New Riders Publishing. 2002. Princeton Architectural Press. 2000. GRID SYSTEMS THE REALM OF PROFESSIONAL ETHICS Robert Bringhurst. The Elements of Typographic Style (Version “AIGA Standards of Professional Practice.” www.aiga.org/ 3.0). Hartley and Marks Publishers. 2004. (Chapter 8 content.cfm?contentalias= deals with the Golden Ratio in great detail.) standards_of_practice. Willi Kunz. Typography: Macro- and Microaesthetics. Arthur Guy Debord and Gil Wolman. “A User’s Guide to Niggli. 2004. Détournement.” www.bopsecrets.org/SI/detourn.htm. William Lidwell, Kritina Holden, Jill Butler. Universal First Things First 2000: A Design Manifesto. Principles of Design. Rockport Publishers. 2003. www.xs4all.nl/~maxb/ftf2000.htm. Müller-Brockmann. Grid Systems in Graphic Design. Arthur Greil Marcus. Lipstick Traces: A Secret History of the 20th Niggli. 1996. (Originally published in 1961.) Century. Harvard University Press. 1990. Timothy Samara. Making and Breaking the Grid. Rockport Dan Ollman, Sarah Price, Chris Smith. The Yes Men. MGM. Publishers. 2005. 2005 (DVD). Chapter 8: Maintaining a Personal THE REALM OF AESTHETICS Design Playground Paula Scher. “The Devaluation of Design by the Design Rural Studio. http://ruralstudio.com (online gallery Community.” AIGA Journal of Graphic Design. Volume 11, and resource). Number 4, 1993.

Chapter 9: The Five Realms of Design Chapter 10: Balance Forms and Reconcile Paradigms THE REALM OF MEDIA CONSTRAINTS Jørgen Leth and Lars von Trier. The Five Obstructions. BALANCE FORMAL ELEMENTS Koch Lorber . 2004 Christopher Alexander. A Pattern Language. Oxford Scott McCloud. Understanding Comics. Harper Paperbacks. University Press. 1977. 1994. Mark Stephen Meadows. Pause & Effect. New Riders Press. 2002. THE REALM OF AUDIENCE NEEDS 37 Signals. Getting Real. http://gettingreal.37signals.com RECONCILE OPPOSING PARADIGMS (online book). Milton Glaser. “Ten Things I Have Learned.” Gerry De Mol. “Quantum Cats and Mosquito Hunting.” www.miltonglaser.com/pages/milton/essays/es3.html. www.ogilvy.be/images/MANIFESTO_UK.pdf. Ellen Lupton, Abbott Miller. Design Writing Research. Christopher Locke, Rick Levine, Doc Searls, David Phaidon Press. 1999. Weinberger. The Cluetrain Manifesto. Perseus Books Rick Poynor. No More Rules. Yale University Press. 2003. Group. 2001 (online at http://cluetrain.com). Stefan Sagmeister, Peter Hall. Made You Look. Booth-Clibborn. 2001. THE REALM OF CLIENT NEEDS Clement Mok. “Designers: Time for Change.” Communication Arts. May/June 2003. Mark Oldach. Creativity for Graphic Designers. North Light Books. 2000.

SELECTED RESOURCES 251 Figure Credits

Images not credited below were made by the author. Chapter 4: Mining Art and Design History “Best of Jazz” series poster. © Paula Scher/Pentagram. Introduction Page from Kelmscott Press The Works of Geoffrey Chaucer. Bread photograph by Anthony Otte. The Rosenwald Collection, Library of Congress. Tughra of Sultan Sulaiman the Magnificent. C. 1555-60. Chapter 1: A Process Primer Ink, paint, and gold on paper, removed from a fir- Source apple photograph by Rafael Rigues, modified by man and trimmed to 20 1/2” x 25 3/8” (52 x 64.5 cm). the author. The Metropolitan Museum of Art, Rogers Fund, 1938 Fresh Styles for Web Designers cover design mockups. (38.149.1). Photograph (c)1980 The Metropolitan © Segura Inc. [email protected] Museum of Art. Diagram of the Five Elements of User Experience. Moska. Aubrey Beardsley, Moska, ca. 1895. Pen and black © Jesse James Garrett. ink on wove paper, 15.8 x 17.2 cm (sheet). Fine Arts Museums of San Francisco, Gift of Dora Donner Ide, Chapter 2: Basic Creative Wisdom 1986.2.3 Absolut Vodka advertisements under permission Poster for The Man with the Golden Arm, Saul Bass (c) Judith by V&S Vin & Sprit AB (publ). ABSOLUT®VODKA. Miller / Dorling Kindersley / Posteritati ABSOLUT COUNTRY OF SWEDEN VODKA & LOGO, Album cover for This Is The Day… This Is The Hour… This Is ABSOLUT, ABSOLUT BOTTLE DESIGN AND ABSOLUT This by Pop Will Eat Itself. 1989. Made In The Designers CALLIGRAPHY ARE TRADEMARKS OWNED BY V&S VIN Republic. & SPRIT AB (publ), ©2005 V&S VIN & SPRIT AB (publ). Toulouse-Lautrec centenary poster. © Paula Scher/ “Infinity” advertisement for BIC. Created by TBWA Hunt/ Pentagram. Lascaris (South Africa). Portal at Chartres Cathedral. Photograph by Eixo. First page of Genesis from the Doves Press Bible. The Nude Descending a Staircase, No. 3. Marcel Duchamp. (c)2006 Rosenwald Collection, Library of Congress. Artists Rights Society (ARS), New York / ADAGP, Paris / Citi logo. © Paula Scher/Pentagram. Succession Marcel Duchamp. “War Is Madness” poster. © Seymour Chwast, The Pushpin Cranbrook Graduate Design poster. 1989. © Katherine Group, NY. McCoy. Chapter 3: Four Ways to Bypass Inertia Fourth International Browserday brochure. 2001. © Mieke Gerritzen. Open graphic design studio identity exercises. © Michael AIGA New Orleans poster, 1997. Art direction, design, Levy (www.michalevy.com). illustration: Stefan Sagmeister. Additional Illustration: Open graphic design studio posters. Michael Levy (www. Peggy Chuang, Kazumi Matsumoto, Raphael Rüdisser. michalevy.com). Photography: Bela Borsodi. Paint Box: Dalton Portella. AIGA Detroit poster, 1999. Art direction: Stefan Sagmeister. Size: 26.5” x 37.5” (67.3 x 95.2 cm). Photo: Tom Schierlitz. Client: AIGA Detroit. Size: 27.5 x 39 inch.

252 HOT-WIRING YOUR CREATIVE PROCESS Chapter 5: Varying Degrees of Derivation Chapter 9: The Five Realms of Design Untitled, Paris, 1995 © Marshall Soules. www.k10k.net. Cuban Council (www.cubancouncil.com) In a Foreign Tongue, Rome, 1995 © Marshall Soules. www.coudal.com. Coudal Partners. Castro, San Francisco, 1997 © Marshall Soules. www.south.co.uk [With The Tides site]. Design: Monkey McDeal, Kenora, 2004 © Marshall Soules. Clan (www.monkeyclan.com). Illustration: Karen Ingram. Chapter 7: Software and Systems Ilya Web site. © Hi-Res (www.hi-res.net). MEEK 4.0 Typographic Synthesizer interface. © Rob Meek 2001-2006 (robmeek.com). Chapter 10: Balance Forms and Zinc Magazine cover. © Joshua Davis (joshuadavis.com). Reconcile Paradigms BMW promotional prints. © Joshua Davis Architectural Association poster. 2006. Designer: Zak Kyes. (joshuadavis.com). nOulipo (after Georges Perec) conference poster. 2005. Screenshots of www.once-upon-a-forest.com. © Joshua Designer: Zak Kyes. Client: Roy Edna Disney / CalArts Davis (joshuadavis.com). Theater (REDCAT). Atlantic Center for the Arts poster. © David Carson. Contribution to Crossfields magazine. 2005. © Zak Kyes. “Shipping & Receiving” exhibition invitation. 2005. Chapter 8: Maintaining a Personal Designer: Zak Kyes with Tahli Fisher. Client: Armory Design Playground Northwest, Los Angeles. The Yancey Tire Chapel. Sawyerville, Alabama. Photograph DVD cover for On The Edge: The Femicide In Ciudad Juarez by Timothy Hursley. (a by Steev Hise). 2006. Designer: Zak Kyes. testpilotcollective.com splash pages. © Joe Kral. Released by Illegal Art. hellmedia.com type studies. © S. Bradley Askew. Specialten Magazine cover, Issue 15. 2006. Editorial Design: trueistrue.com. 2002. © Mike Cina (www.weworkforthem. Zak Kyes. Photography in collaboration wih Tim com). Brotherton. soulbath.com. © Hi-Res (www.hi-res.net). Bob Dylan Poster. 1966. © Milton Glaser. requiemforadream.com. © Hi-Res (www.hi-res.net). Rubin Museum of Art cloud wall. 2004. © Milton upsod.com. © Dustin Hostetler. Glaser, Inc. Four band posters. © Dustin Hostetler. Holocaust Museum Houston Poster. 2006. © Milton BPM Magazine cover. © Dustin Hostetler. Glaser, Inc. trueistrue.com. © Mike Cina (www.weworkforthem.com). prate.com. © Jemma Hostetler. oculart.com. © Geoff Lillemon.

FIGURE CREDITS 253 INDEX B Chartier, Emile (philosopher) on Baird, David (architect), 152 ideas, 116 balance, basis of, 103 Chartres Cathedral sculptural Barthes, Roland (semiotician) on fiction, figures, 88 Numbers 220 Chesterton, G.K. on regaining 7-Up campaign, relationship to semiotic Bass, Saul (The Man with the Golden wonder, 104 design, 221 Arm), 84–85 chronology of design cycles, 233 37 Signals, merging of development Bauhaus Notebooks (Paul Klee), 80 Chwast, Seymour and implementation phases by, 189 Bauhaus color theory, origin of, 210 Design Style, 78 901: After 45 Years, 80 Beardsley, Aubrey “War Is Madness”, 41 1997 AIGA New Orleans poster (Stefan black spot, 84 Cina, Mike (design playground), 154, Sagmeister), 95 Moska, 84 156, 168–169 2005 CalArts MFA Thesis exhibition “Best of Jazz” series poster (Paula circles, creation and qualities of, 206 invitation (Kyes and Fisher), 225 Scher), 79 Citi logo (Paula Scher), simplicity of, 38 Beuys, Joseph quotation for Oblique Civilisation (Kenneth Clark), 177 A Strategy, 73 Clark, Kenneth (Civilisation), 177 Absolut Vodka campaign, simplicity Bey, Hakim quotation for Oblique client needs, realm of, 190–197 of, 36–37 Strategy, 74 client zone, understanding, 44 active harmony, explanation of, 208 Bezier curve spline handles, using, 146 clients Adams, James (engineer) Bible by Doves Press, page from, 38–39 advising on visual approach, 16 and “relaxed attention,” 102 Bic pen advertisement, simplicity of, considering ethics of, 198–199 Conceptual Blockbusting, 57 36–37 considering in creating designs, 17 Adams, Scott (“Dilbert”) on creativity big picture, getting overview of, 14–16, including in creative team, 26 versus art, 115 103 interviewing, 16 aesthetics, realm of, 201–202 black spots, using, 84 showing mock-ups to, 20 AIGA Blackwell, Lewis on ‘style-over-concept,’ Cloninger, Curt creative process developed by, 26 214 playdamage.org playground, standards for professional BMW promotional campaign (Joshua 172–173 practice, 198 Davis), 132–133 quotation for Oblique Strategy, 74 AIGA Detroit poster (Stefan Book of Kells, 92 cloud wall for Rubin Museum of Art Sagmeister), 231 “the boss,” dealing with, 191–192 (Milton Glaser), 240 Alexander, Christopher (The Nature bpm magazine cover (Dustin Cluetrain Manifesto: The End of of Order), 210 Hostetler), 167 Business as Usual, 189 Altshuller, Genrich (TRIZ problem- brainstorming, 115–117 Coke advertising, relationship to solving method), 211 Brakhage, Stan quotations for Oblique semiotic design, 222 amazement, importance of, 104 Strategy, 73, 74 color hues, balancing, 209–210 amazon.com, semiotic design breadth + depth = scope, explanation color scheme studies, performing, 19 component of, 221 of, 65 color theory, significance of, 210 analysis, performing in predesign Breton, André quotation for Oblique color tones, balancing asymmetrically, phase, 17–18 Strategy, 74 209 antifigurative approach, using, 88 build step of development phase, colors Architectural Association of London, following, 24 factors of, 207 Zak Kyes’ posters for, 216 Büro Destruct Designer versus hue, 207 art history, mining, 81–89 downloading, 122 light values assigned to, 210 art of design, overview of, 147 using, 124 using, 55 Askew, S. Bradley (design playground), Burton, Tim (director) using on sketches, 57–58 154–155 Corpse Bride, 88 column grids, using, 140–141 assembling step, performing in design The Nightmare Before Christmas), 88 commercial work, generating from phase, 19–20 playgrounds, 159 asymmetrical balance, overview of, C companies, applying personalities to, 17 207–210 CalArts MFA Thesis exhibition invitation concepts Atlantic Center for the Arts poster (Kyes and Fisher), 225 bridging gaps with, 40 (David Carson), 147 Carson, David (Atlantic Center for the considering as signified, 215 attitudinal Oblique Strategy cards, Arts poster), 147 density of, 40–41 analyzing, 70 Caslon, William, 124 deriving from project themes, 40 audience needs, realm of, 187–190 Cassandre, A.M. (art deco illustrator), driving design phase with, 40 audience zone, understanding, 44 84 focusing and driving good design Auto-Illustrator, tool palette and chance versus control, 121–122 with, 38–40 interface of, 122 Channing, William Henry quotations for simplicity of, 36–38 automation, use and impact of, 121 Oblique Strategy, 72–73 sketching time required for, 42–43 Autoshop examples, 123 chaotic design, characterization of, 234 conceptual age, transition from information age, 120

254 HOT-WIRING YOUR CREATIVE PROCESS conceptual approaches Curtis, Hillman studying, 78–79 combining with visual forms, 97 on advantage of media Design Machine controlled improvisation, 94 constraints, 185 book covers generated by, 126–127 hypertrophy, 89–91 on emulating design mentors, 78 using, 125 mining, 92–94 and knowing media, 180 design paradigms. See also contextual mnemonic design, 92 on designers as translators, 18 design; performative design; semiotic overvaluing, 36 new media design creative process, design total design, 94–96 26–27 allure versus clarity, 232 Conceptual Blockbusting (James “targeting the theme”, 50 contemporary versus timeless, 234 Adams), 57 dialectic of, 213 confidence, importance of, 32–34 D form versus content versus context, consumer and marketer, relationship Danziger, Louis, 80 213–214 between, 189 Davis, Joshua (design technologist) handmade versus machine-made, context, role in integrating formal interview on generative design, 233 elements, 208 129–137 minimalist versus ornate versus contextual commentary, layering in www.once-upon-a-forest.com, 152 chaotic, 233–234 semiotic design, 216, 218 Day-Glo design, exploring compulsively, resolving, 212–213 contextual design, explanation of, 155 samples and examples versus 214. See also design paradigms; de Bono, Edward principles, 232 performative design; semiotic design on audience needs, 187 design phase contradictory Oblique Strategy cards, on concepts, 36 assembly step of, 19 analyzing, 70 on design problems, 15 driving with concepts, 40 contrast, applying to formal on “lateral thinking”, 52 mock-up step of, 19–23 elements, 207 on launching project themes, 51 overview of, 18–19 control versus chance, 121–122 on practice, 246 sketch step of, 19 Cooper, Kyle, 181 on “thinking hats”, 116–117 design playground gallery corporate identity design, overview De Mol, Gerry (“Quantum Cats and Cina, Mike (trueistrue.com), of, 28 Mosquito Hunting”), 188 168–169 Corpse Bride (Tim Burton), 88 de Saussure, Ferdinand and semiotics, Cloninger, Curt (playdamage.org), coudal.com, 184–185 215 172–173 Cranbrook Graduate Design poster Debord, Guy quotation for Oblique Hostetler, Jemma (prate.com), (Katherine McCoy), 90–91 Strategy, 74 170–171 Cranbrook lecture poster (Stefan deconstruction, goal of, 94 Lillemon, Geoff (oculart.com), Sagmeister), 63 density, importance to concepts, 40–41 174–176 creative process, being involved in, 96 derivation, FAQs (frequently asked design playgrounds creative briefs questions) about, 109 advantages of, 158–160 creating during predesign phase, 18 derivative tendencies interview with Dustin Hostetler, transitioning to mock-ups, 61 being hyper-derivative, 105–109 161–167 creative powers, believing in, 32–34 reducing, 100–104 rules for, 151–157 creative process Derrida, Jacques updating, 154 design phase of, 18–23 Glas, 218 design practice, applying semiotics to, development phase of, 24 and semiotics, 215, 218, 219 216–222 execution phase of, 44 design design problems implementation phase of, 24–25 accusation against interactive analyzing, 117 predesign phase of, 14–18 design, 197 defining, 14–16 steps involved in, 14 art of, 147 design process, consistency of, 28 strengths of, 28–29 balancing, 203 design realms weaknesses of, 29 maintaining passion for, 159 aesthetics, 201–202 creative process variations marketing value of, 193 audience needs, 187–190 AIGA, 26 overcoming weaknesses in, 117 client needs, 190–197 new media design (Hillman Curtis), performing in-house versus media constraints, 180–187 26–27 freelance consulting, 195–196 professional ethics, 198–200 by Tony Spaeth for corporate design approaches, developing with design space identity, 28 playgrounds, 158 controlling, 34 user-centered Web design (Jesse design cycles, minimalist versus ornate smothering, 81–82 James Garrett), 27 versus chaotic, 233–234 design style, developing and advancing creative teams, including clients in, 26 design elements, describing, 207 with playgrounds, 158 creativity cards, examples of, 66 Design for the Real World (Victor Design Style (Seymour Chwast), 78 criblé, use of, 81–82 Papanek), 198 Design Synectics (Nicholas Roukes), 58 Cuban Council (k10k.net), 182–183 design history design thinking, applying semiotics to, “culture jamming,” explanation of, 200 distilling influences from, 96–97 215 looking beyond, 80 design work, consistency of, 28 mining, 81–89

INDEX 255 designer as editor, overview of, 114–115 creating meaningful relationships formalism designers, roles of, 193–197 in, 58 advanced types of, 210–211 Designershock design firm, display discovering meaningful relationships versus emulation, 232 faces created by, 124 in, 58 explanation of, 206 “Designers:Time for Change” (Clement evaluating and integrating, 57–60 formalist Oblique Strategy cards, Mok), 196 goal of, 60 analyzing, 69 detournement, use by Situationist iterating, 60–61 formalists, shapes agreed on by, 206 International, 200 limiting time involved in, 56 Foucault, Michel quotation for Oblique development phase, steps of, 24 making notes on, 57 Strategy, 72 difference, role in integrating formal on newsprint, 56 Fourth International Browserday elements, 208 performing, 48–49, 52 brochure (Mieke Gerritzen), 93 digital design, advocates of, 120–121 versus storyboarding, 49 “fourth wall” in theater, explanation of, distribution step of implementation versus thumbnailing, 49 229–230 phase, following, 25 “externalized” versus “internalized” fractal design, overview of, 82 Divine Proportion, finding, 138–139 thinking, 49 frames Dorst, Kees (Understanding Design), 35 inscribing trace of performance in, doubt, impact of, 32–33 F 231–232 Doves Press Bible, page from, 38–39 failure role in graphic design, 229 drawing, choosing sketching materials failing anonymously, 152, 154 role in paintings, 229 for, 53 failing at medium for improvement, freelance consulting versus in-house drawing exercises, practicing, 57 151–152 designing, 195–196 Dubuffet, Jean quotation for Oblique failing compulsively, 154 Fuller, Buckminster quotation for Strategy, 73 failing cryptically, 157 Oblique Strategy, 72 Duchamp, Marcel (Nude Descending a failing ephemerally, 154 Staircase, No. 3), 90 failing often, 154 G Durden, Steven (student architect), 152 failing publicly, 151 Garret, Jesse James (user-centered DVD cover for On The Edge: The failing unobligatedly, 157 Web design), overview of, 27 Femicide in Ciudad Juarez (Zak Kyes), failing with fun content, 154 generative software 227 honoring, 150 custom generative software, 128 Dwiggins, William Addison and “graphic rules for, 151–157 interview with Joshua Davis, design”, 78 Fantastic Spikes Through Balloon 129–137 Dylan head (Milton Glaser), 235–236 (Stefan Sagmeister), 230 off-the shelf software, 122–128 dynamic equilibrium, explanation of, 208 FAQs (frequently asked questions) overview of, 121–122 about derivation, 109 Genesis in Doves Press Bible, design E feedback, receiving from playgrounds, elements in, 38–39 Earnes, Charles and Ray, 80 158–159 Genius Moves (Heller and Ilic), 81 Eberle, Bob (SCAMPER), 58, 60 Fella, Edward Gerritzen, Mieke, 92–93 editors on deconstruction, 94 Glas (Jacques Derrida), 218 photographers as, 114 quotation for Oblique Strategy, 72 Glaser, Milton roles of, 114 Fibonacci sequence, significance of, on new designs and design Einstein, Albert on regaining wonder, 138 history, 97 104 fiction, assessment by Roland on professionalism and elements of style, development by Barthes, 220 transgression, 159 Christopher Alexander, 210–211 film editors, responsibilities of, 114 cloud wall for Rubin Museum of Elkins, James (Why Art Cannot Be filters Art, 240 Taught), 245 role in new media design, 26–27 Dylan head, 235–236 emotion, balancing with intellect, 45 using in Photoshop, 146 interview on contemporary versus emulation versus formalism, 232 Fischer, Thomas (design educator) on timeless design, 234–242 Eno, Brian (Oblique Strategies), 66–72 generative design tools, 128 poster for Holocaust Museum in Eternal Sunshine of the Spotless Mind Fisher, Tahli (2005 CalArts MFA Thesis Houston, 242 (Michael Gondry), 146 exhibition invitation), 225 quotation for Oblique Strategy, 72 ethics, realm of professional ethics, Flash, executing ideas with, 136 Golden Ratio, finding, 138–139 198–200 form studies, performing, 19 Goldsworthy, Andy (environmental “eureka” experiences, keeping in form versus content versus context, sculptor) perspective, 35 213–214 quotation for Oblique Strategy, 72 exercise, importance of, 103 formal design elements, describing, 207 on regaining wonder, 104 Experiences in Visual Thinking (Robert formal elements Gondry, Michael (director) and using McKim), 49 balancing, 208–209 Photoshop filters, 146 exploratory sketches. See also “lateral confrontation of, 207 Goodby ad agency (“Got Milk?”), 219 thinking;” sketches contrasting, 207–208 Gordon, William J.J. (synectics), 58 color coding, 57–58 integrating, 208–209 “Got Milk?” (Goodby ad agency), 219 proposal by Kandinsky, 206

256 HOT-WIRING YOUR CREATIVE PROCESS graphic design ideas Klee, Paul histories of, 78 allowing development of, 101–102 Bauhaus Notebooks by, 80 success in, 32 contracting, 116–117 The Nature of Nature, 80 frames in, 229 developing, 116 on relationship with nature, 103 Graphic Design Manual (Armin executing with Flash, 136 The Thinking Eye, 80 Hofmann), 45 generating through exploratory and active harmony, 208 Gratzer, Hans on Stefan Sagmeister, sketching, 48–49 on balancing color hues, 209–210 246 having good ideas, 154 perspective of elemental shapes, grid systems justifying to clients, 192–193 206 applying to Web design, 142–143 perspective of Emile Chartier, 116 on points, 206 breaking, 143 purging, 50 quotations for Oblique Strategy, 73 building prototypes for, 140–141 representing in semiotics, 215 (The Thinking Eye), 245 column grids, 140–141 representing to clients, 192 knowledge workers, displacement of, complexity of, 141 reusing, 52 120 manuscript grids, 137–138, 140 transferring visually, 43 Krone, Helmut (Esquire magazine media for, 142–143 Ilic, Mirco (Genius Moves), 81 designer), 80 modular grids, 140–141 Ilya, Web site design for, 186 Kunz, Willi structural visibility of, 142 implementation phase, steps of, 24–25 and grid systems, 137 using, 137–143 improvement step of implementation typeface used by, 185 Grid Systems in Graphic Design (Josef phase, following, 25 Typography: Macro- and Muller-Brockmann), 139 improvisation, using, 94 Microaesthetics, 139, 185 grid design, relationship to corporate information age, transition to on visual layers, 144, 146 identity systems, 240–241 conceptual age, 120 Kunz, Willi on technology, 121 grids, books on, 139 Ingram, Karen (South Web site), 186 Kyes, Zak Guilford, J.P. (psychologist), 115 inspiration, seeking, 80, 104 2005 CalArts MFA Thesis exhibition intellect, balancing with emotion, 45 invitation, 225 H interactive design, accusation Crossfields Magazine piece, 220 Heartfield, John, 185–186 against, 197 DVD cover for On The Edge: The Heller, Steven (design historian) interactive media, creating conceptual Femicide in Ciudad Juarez, 225 Genius Moves, 81 sketches for, 42–43 interview with, 224–228 on looking beyond design history, 80 “internalized” versus “externalized” poster for nOulipo conference, 218 Herr, Christiane M. (architect) on thinking, 49 posters for Architectural Association generative design, 128 Internet, many-to-many nature of, 189 of London, 216 Hi-Res design firm interviews Specialten Magazine cover, 228 soulbath.com playground, 160–161 conducting with clients, 16 Web site design for Ilya, 186 with Clement Mok (role of L A History of Graphic Design (Philip designers), 193–197 Lacan, Jaques on desire, 222 Meggs), 78, 202 with Joshua Davis (generative “lateral thinking,” significance of, 52. Hofmann, Armin software), 129–137 See also exploratory sketches; and “designer as editor”, 113 with Milton Glaser (contemporary sketches on technology, 120 versus timeless design), 234–242 Lauwerks, JL Mathieu (architect) and and confrontation of formal with Stefan Sagmeister (time-limited grid systems, 137 elements, 207 designing), 62–64 layers, capabilities of, 144 formal elements suggested by, 207 with Zak Kyes (semiotic design), letterforms, considering as formal Graphic Design Manual, 45 224–228 elements, 207 Holocaust Museum in Houston poster intuitive grunge design thinking, basis Levy, Michal (Milton Glaser), 242 of, 215 posters for Open graphic design Hostetler, Dustin (upsod.com Itten, Johannes (Bauhaus color theory), studio, 59 playground), 161–167 210 sketches for Open graphic design Hostetler, Jemma playground (prate. studio, 54 com), 170–171 J Lewis, C.S. quotation for Oblique hue versus color, 207 Johnston, Edward (Genesis calligraphy), Strategy, 74 human figures, elongation of, 88 38–39 light values, assignment to colors, 210 human scale, significance of, 103–104 Jones, James quotations for Oblique Lillemon, Geoff playground hyper-derivative tendencies, embracing, Strategy, 73 (oculart.com), 174–176 105–109 lines hypertrophy, using, 89–91 K considering as points, 206 k10k.net (Cuban Council), 182–183 measure factor of, 207 I Kalman, Tibor on aesthetics, 202 linguistic thinking, performing, 56 iconic illustration, significance of, 84 Kandinsky, Wassily on formal elements, Lissitzky, El, 94 idea factory, exploratory sketching as, 206 Loewy, Raymond (MAYA principle), 77, 49 188, 223

INDEX 257 logo software, example of, 122, 124 mnemonic design, using, 92 O logos, density of, 40–41 Mockbee, Sam (architect), 152 Oblique Strategies (Brian Eno and Peter Lupton, Ellen mock-ups Schmidt), 66–72 quotation for Oblique Strategy, 74 creating, 19–23 oblique strategizing, explanation of, 66 and theory as practice, 212 transitioning creative briefs to, 61 Oblique Strategy cards modernism, Glaser’s perspective on, acquiring, 70 M 238, 240–241 analyzing, 69–70 Macleod, Hugh (cartoonist/marketing modernist design thinking, basis of, 215 making, 71 consultant), 100 modular grids, using, 140–141 starter strategies for, 71–74 Made You Look (Stefan Sagmeister), Mok, Clement, 94 using, 68 231–232 “Designers:Time for Change”, 196 oculart.com playground (Geoff maintenance step of implementation interview with, 193–197 Lillemon), 174–176 phase, following, 25 moleskin notebooks, using, 55 On The Edge: The Femicide in Ciudad Making and Breaking the Grid (Timothy Mondrian, Piet and dynamic Juarez DVD cover (Zak Kyes), 227 Samara), 139 equilibrium, 208 once-upon-a-forest The Man with the Golden Arm (Saul Monkey Clan (Web site design for explanation of, 131, 152 Bass), 84–85 South), 186 iterations of, 134–135 man-made media Moog synthesizer versus MEEK ornate design, characterization of, 234 increasing awareness of, 105 Typographic Synthesizer, 124 Osborn, Alex (advertising agent), 115 limiting use of, 100–101 Morris, William (Arts & Crafts designer), manuscript grids, using, 137–138, 140 81 P margins, harmonizing with typography, aesthetics of, 201 painting, frames in, 229 139–140 and controlled improvisation, 94 Papanek, Victor (Design for the Real marketer and consumer, relationship “truth to materials”, 92, 94 World), 198 between, 189 The Works of Geoffrey Chaucer, 82 paradigms, resolving, 212–213 marketing step of implementation phase, Moska (Aubrey Beardsley), 84 Parks, Van Dyke quotation for Oblique following, 25 Move Design (n-Gen Design system), Strategy, 73 Martens, Karel on design paradigms, 124–125 participation, role in integrating formal 213 Muller-Brockmann, Josef (grid systems), elements, 208 Mau, Bruce 137–139 patterns, using in Photoshop, 146 on problems with software, 144 multimedia, mastering, 181 Pause & Effect (Mark Stephen on process, 14 Mystery Men, significance of, 32 Meadows), 208 quotation for Oblique Strategy, 74 pencils, experimenting with, 53 MAYA principle (Raymond Loewy), 77, N pens, experimenting with, 53 188, 223 narrative voice, unifying with good Perec, Georges (Oulipo), 218 McCoy, Katherine concepts, 38 performance, inscribing within frames, Cranbrook Graduate Design poster, natural influences, using, 101–104 231–232 90–91 The Nature of Nature (Paul Klee), 80 performance art, goal of, 230 on software and systems, 120 The Nature of Order (Christopher performative design. See also McKim, Robert (engineer) Alexander), 210 contextual design; design paradigms; Experiences in Visual Thinking, 49 Nelson, Randy (Pixar University) on semiotic design and “relaxed attention,” 102 creativity, 150 moving beyond the frame, 229–231 McLuhan, Marshall (media theorist) “New Design in Typography” chart (Kurt overview of, 229 on man-made media, 101 Schwitters), 181–182 and role of frames in painting, 229 quotations for Oblique Strategy, 72 new media design (Hillman Curtis), using experimental delivery Meadows, Mark Stephen (Pause & creative process developed by, 26–27 mechanisms in, 230–231 Effect), 208 newsprint using experimental materials in, 230 measure, relationship to lines and using for exploratory sketching, 56 photographers, considering as tones, 207 using for spatial sketching, 55 editors, 114 media constraints Newton, Tommy quotation for Oblique Photoshop fighting, 185–186 Strategy, 73 capabilities of layers in, 144 yielding to, 182–185 n-Gen Design Machine tiling feature in, 146 media deliverables versus solutions, 195 book covers generated by, 126–127 Pink, Daniel (A Whole New Mind), 120 media description of, 124–125 Pixar, approach toward creativity, 150 knowing experientially, 180–182 using, 125 planes using hybrid media, 181 The Nightmare Before Christmas (Tim definition of, 206 MEEK Typographic Synthesizer, Burton), 88 role in user-centered Web design, 27 description of, 124 Nike logo, simplicity of, 36 playdamage.org playground Meggs, Philip (design historian), 94 nOulipo conference, Zak Kyes’ poster experiments with low-resolution on aesthetics, 202 for, 218 animation, 150 A History of Graphic Design, 78, 202 Nude Descending a Staircase, No. 3 illustrations, 172–173 merz (Kurt Schwitters), 92 (Marcel Duchamp), 90 purpose of, 151

258 HOT-WIRING YOUR CREATIVE PROCESS playgrounds. See design playgrounds research, including in predesign and desire and branding, 222 points phase, 16 and interactivity, 220–221 conceptualizing, 206 revise step of development phase, inverted hierarchies in, 218 considering lines as, 206 following, 24 layering contextual commentary in, Pop Will Eat Itself album cover RFPs (requests for proposals), including 215, 218 (Designers Republic), 86 in predesign phase, 15 maximizing impact of, 222 posters, creating conceptual sketches risk taking, importance of, 32 and self-deprecation through for, 42 Rodin, Gustav disclosure, 221 practice, considering theory as, 212 on creative process, 44–45 and semitransparency, 222 Prang, Louis and controlled quotation for Oblique Strategy, 73 and the slow sell, 219–220 improvisation, 94 Roeg, Nicholas quotation for Oblique semiotic Web design, example of, 221 prate.com playground (Jemma Strategy, 72 semiotics Hostetler), 170–171 Rogers, Albert Bruce quotation for applying to design practice, predesign phase Oblique Strategy, 72 216–222 analytical step of, 17–18 Roukes, Nicholas (Design Synectics), applying to design thinking, 215 approving creative brief during, 18 58 overview of, 214–215 explanation of, 14 services, applying personalities to, 17 eyeballing the big picture in, 14–16 S Shulgin, Alexei quotations for Oblique research step of, 16 Sacks, Oliver quotation for Oblique Strategy, 73 prediction, role in integrating formal Strategy, 74 signifieds elements, 208 Sagmeister, Stefan concepts as, 215 “A Primer on Oblique Strategizing” 1997 AIGA New Orleans poster, 95 ideas as, 215 (Gregory Taylor), 66 on “truth to materials”, 94 signifiers Prince, George (synectics), 58 (Made You Look), 231–232 style as, 215 Prinzhorn, Hans quotation for Oblique AIGA Detroit poster, 231 words as, 215 Strategy, 73 interview with, 62–64 Silverstein & Partners (“Got Milk?”), prismacolor pencils, using, 55 quotation for Oblique Strategy, 74 219 problems on reusing ideas, 52 Situationist International, significance analyzing, 117 on time-limited designing, 61–64 of, 199–200 defining, 14–16 and use of experimental materials, Situationist graffiti quotations for procedural Oblique Strategy cards, 230–231 Oblique Strategy, 72 analyzing, 69 Samara, Timothy (Making and Breaking sketchbooks, carrying, 57 product zone, understanding, 43 the Grid), 139 sketches. See also exploratory production, types of, 115 scale, understanding, 103 sketches; “lateral thinking” products, applying personalities to, 17 SCAMPER (Bob Eberle), explanation abstract versus concrete types of, professional ethics, realm of, 198–200 of, 58, 69 56–57 project themes Scher, Paula advantages of, 49 deriving concepts from, 40 “Best of Jazz” series poster, 78 creating during design phase, 19 summarizing, 50 Citi logo, 38 evaluating and grouping, 58 project management, performing with on client needs, 191 importance to concepts, 42–43 scope plumbing, 65 on computers, 121 launching from word combinations, projects Henri de Toulouse-Lautrec poster, 61 product zone of, 43 86–87 performing exploratory sketching, success of, 191 Schmidt, Peter (Oblique Strategies), 48–49 proportion, basis of, 103 66, 72 reviewing, 19–20 prose themes, transition between visual Schwitters, Kurt sketching perpetually, 57 concepts, 40–41 “New Design in Typography” chart, sketching fast and continuously, 56 181–182 sketching spatially, 56 Q merz, 92 techniques for, 43 “Quantum Cats and Mosquito Hunting” scope plumbing, performing project using intuitive tools for, 53–54 (Gerry De Mol), 188 management with, 65 varying approaches toward, 61 “scratch,” debunking myth of, 112–113 varying time spent on, 61 R Segura Inc., cover mock-ups presented sketching materials, choosing, 53 Rand, Paul, 80 by, 19–23 sketching skills, improving, 57 Rashid, Karim quotation for Oblique self-confidence, importance of, 32–34 “slow design” movement, Glaser’s Strategy, 74 self-deprecation through disclosure, perspective on, 237 redundant information, role in example of, 221 slow-sell design, relationship to integrating formal elements, 208 self-doubt, impact of, 32–33 semiotics, 219 “relaxed attention,” significance of, 102 semiotic design. See also contextual Smith, Elliott quotation for Oblique repetition, role in integrating formal design; design paradigms; Strategy, 73 elements, 208 performative design “society of the spectacle,” disruption Requiem for a Dream, relationship to characterizing, 215 of, 200 semiotic design, 221 critiques of, 222–223

INDEX 259 software Toulouse-Lautrec, Henri de smothering space, 81–82 custom generative software, 128 and controlled improvisation, 94 type as figure, 86 off-the shelf generative software, poster (Paula Scher), 86–87 visual approach, advising clients on, 16 122–128 tracing paper, using, 55 visual concepts solutions trends, standing out from, 100 sketching, 42 comparing through lateral Tretheway, Thomas (student architect), strength of, 41 thinking, 52 152 transition between prose themes, versus media deliverables, 195 triangles, creation and qualities of, 206 40–41 soulbath.com playground (Hi-Res trigger mechanisms, using, 58 “visual thinking,” exploratory sketching design firm), 160–161 TRIZ problem-solving method, as, 48–49 Soule, Marshall (Urban Wallpaper development by Altshuller, 211 von Goethe, Johann Wolfgang (color project), 107 trueistrue.com playground (Mike Cina), system), 210 South, Web site design for, 186 168–169 space, smothering design space, 81–82 “truth to materials” (William Morris), W Spaeth, Tony (corporate identity design 92, 94 “War Is Madness” (Seymour Chwast), 41 process), overview of, 28 Tschichold, Jan (German typographer), Ward, Adrian (software artist), 122 spatial sketching, using newsprint 213 Waters, Muddy quotation for Oblique for, 55 Tughra, significance as fractal design, Strategy, 73 Specialten Magazine cover by Zak 82–83 Web design, applying grids to, 143 Kyes, 228 type, using as form, 86 Web images, requirement for, 186 “the Sphinx,” significance of, 32 type studies, performing, 19 Web sites squares, creation and qualities of, 206 typefaces Buro Destruct Designer, 122 Stein, Gertrude on creative process, basis of, 103 color schemes and typefaces, 154 18–19 considering as formal elements, 207 designs for, 186 storyboarding versus exploratory typography hierarchical grid layout for, 142 sketching, 49 guideline for use of, 89 Oblique Strategy cards, 70 style, considering as signifier, 215 harmonizing margins with, 139 Web media, creating conceptual success, achieving, 157 Typography: Macro- and sketches for, 42–43 Sultan Sulaiman the Magnificent, tughra Microaesthetics (Willi Kunz), 139, 185 Weingart, Wolfgang, 137 of, 82–83 Wendy’s ads (Dave Thomas), Svankmajer, Jan quotations for Oblique U relationship to semiotic design, 221 Strategy, 73 Ukiyo-e art, significance of, 84 A Whole New Mind (Daniel Pink), 120 synectics, significance of, 58 Understanding Design (Kees Dorst), 35 Why Art Cannot Be Taught (James upsod.com playground (Dustin Elkins), 245 T Hostetler), 161–167 Williams, Robin on design space, 34 “targeting the theme,” implementing, 50 Urban Wallpaper project (Marshall Wilson, C. McNair (Disney imagineer) Taylor, Gregory (“A Primer on Oblique Soule), 107 on having good ideas, 154 Strategizing”), 66 user-centered Web design (Jesse James “yes and…” strategy, 116 technology, perspectives on, 120 Garrett), overview of, 27 word combinations, launching sketches “Ten Things I’ve Learned” speech from, 61 (Milton Glaser), 234–242 V words test step of development phase, van de Velde, Henri (architect/designer), launching project themes from, following, 24 92, 94 50–52 testpilotcollective.com splash van der Rohe, Ludwig Mies representing in semiotics, 215 pages, 153 on details, 36 The Works of Geoffrey Chaucer (William theater, “fourth wall” in, 229–230 quotation for Oblique Strategy, 74 Morris), 82 theory, considering as practice, 212 van Goethe, Johann Wolfgang Wright, Frank Lloyd (architect), 201 The Thinking Eye (Paul Klee), 80, 245 quotation for Oblique Strategy, 74 “thinking hats” (Edward de Bono), Veltman, Ruard (student architect), 152 X 116–117 video, creating conceptual sketches Xerox art self-portrait, 145 thinking forward, 56 for, 42 Thomas, Dave (Wendy’s ads) and video production, applying scope Y semiotic design, 221 plumbing to, 65 Yancey Tire Chapel, 152 three-question rule, applying to Vignelli, Massimo (grid systems), 137 professional ethics, 199 visual forms Z thumbnailing versus exploratory anti-figure, 88 Zink Magazine cover (Joshua Davis), sketching, 49 black spots, 84 130 tiling in Photoshop, 146 combining with conceptual zones time-limited designing, overview of, approaches, 97 audience zone, 44 61–64 elongated human figures, 88–89 client zone, 44 Tolleson, Steven on project success, 191 fractal design, 82–83 inspired emotional zone, 44 tone, definition of, 207 icons, 84–85 product zone, 43

260 HOT-WIRING YOUR CREATIVE PROCESS