[IMAGINATION] The most important value a person can
possess is imagination. Imagination can move mountains. With
imagination you can create the future. It is the only creative force
that can change the world we live in. Take almost any significant
historical figure, and they will have possessed the ability to
advance society in some area through the application of
imagination. Experience, ability and imagination are one of the
most powerful combinations of skills one can possess. We must learn
to appreciate the value of creative imagination, so often banished
to the realms of childhood: children allowed a few short years of
experimentation with the imaginary as part of their development,
before being told to grow up and become 'normal' young adults for
the real world. Imagination frozen and neutralised in books, art,
childhood and film. In the 'real' world, it is supposed that
imagination is suitable for entertainment, but generally does not
have the ability to reveal any kind of genuine, difficult or
truthful insights into existence. Imagination is an art and skill,
which can be trained and developed. The success of a design project
depends on the successful application of creative imagination to a
real world problem: be it the invention of the wheel, or the design
of an office interior.
[THINKING] Creative thinking is the least understood concept
for most designers. It is possibly the only element of design that
is not taught at design academy. Design academies teach what the
tools are, and how to use them, but not how to think creatively to
solve problems. Design academies place students into boxes called
'graphic design' or 'interior design' etc. While providing knowledge
about these specialist areas, the system creates designers who are
generally unable to comment on a piece of work outside their
experience. School teaches them to refer to themselves by the
objects they create - I'm a print designer, I'm a product designer -
rather than the thought processes involved. More emphasis should be
placed on the process of thinking, in the application of
imagination, which is complex and universal and can be applied to
almost anything. An educational system that places designers into
boxes, replaces their imagination with process. We should encourage
exploration, curiosity and experimentation.
'A ceramics teacher, at the beginning of the semester, split the
class in two. One half was told they would be graded on the quantity
of work: the more a student produced, the higher the grade. The
second group would be graded on quality: to get an A, a student only
needed to produce one pot, but it had to be perfect. It turned out
that at the end of the semester, the works of highest quality were
all produced by the students in the 'quantity' group. That group was
constantly learning and improving, while the other group 'sat
theorizing about perfection' and did not progress in their actual
work.' Taken from 'Art & Fear: Observations on the Perils (and
Rewards) of Artmaking', David Bayles and Ted Orland.
Design students themselves must also be prepared to experiment, and
produce a vast quantity of work, 99% of which will lead to nothing.
Search for new paths, new ways, fear of mistakes will cripple your
development. Practice as much as possible, produce a lot of work,
and learn to draw.
[COMPUTERS] Fashion and trends have always been a component
of design one way or the other, but they should not overrule the
ability to creatively solve problems. This is not simply to restate
that form follows function, but we should not be blinded by new
techniques and styles. For example, the buildings of Frank Gehry
could simply not have been built during the 1980's. The computer
processing power necessary to produce these forms was simply not
available. Yet he still manages to use the computer as a tool to
realise his design. The computer is only used to realise the dream,
not have the dream itself.
Mr. Gehry, now in his 70's, using the latest computer
software as a tool, is a good example of the combination of
imagination, experience and ability. It is an interesting thought to
ask how many young designers today, so obsessed with computer
software, have lost the ability to think creatively, and hide behind
the latest lettertype/plug-in. An interesting experiment is the
n-Gen design
software. Here, a group of designers and programmers from San
Fransisco have created a piece of software which can create graphic
design, from 'the Californian noir look' of David Carson, to Swiss
modernist.
You load in your text, photography, logo etc, select your preferred
design style, and random designs are produced in seconds. Some of
the results this software can produce are quite amazing. Which
leaves the question, what will the software ten years down the line
be capable of? Why employ a design team instead of this software?
Indeed, as a client, why not simply buy this software in house and
save money on hiring troublesome design studios?
[COMPUTERS II] As computers and software become so powerful
that almost anything imaginable becomes possible, designers can
finally break free from the computer effects look and achieve truly
stunning results. The strange fact is that work of the highest
quality returns to an almost handmade, traditional way of working,
requiring great skill from the designer. Above for example, are a
few stills from a recent BMW commercial made by London based agency
The Mill (they won an Academy Award Oscar for visual effects in
Ridley Scott's, Gladiator).
It is a simple shot of a woman diving into a seemingly empty
swimming pool. As she hits an imaginary waterline, her movements
slow down and she gracefully swims through the air towards the BMW.
The sheer hard work involved in producing this beautiful result
illustrates the effort needed in using the computer as a real tool
and not taking the easy way out.
Here is how they achieved it in their own words:
'The commercial is set at night against
an urban backdrop. Mill flame artist Jason Watts attended the 10 day
shoot in Cape Town, South Africa. To achieve this effect, various
plates of the car were shot in the empty pool. The young woman was
then shot separately, swimming underwater in a naval diving tank,
beside a mirror. Camera angles and lenses were set up as closely as
possible to match the different plates. The shots of her reflections
from the mirror were later composited onto the car to create her
reflection as she swims up to it. Shooting underwater presented the
crew with various challenges, the main one being image clarity,
which deteriorated dramatically as the subject moves away from the
camera, therefore, keeping the diver close to the camera was of up
most importance.
This inevitably led to parts of her body dropping out of shot.
Lead flame artist Jason worked on seamlessly tracking in her missing
body parts, whilst his team removed air bubbles from the divers hair
and costume. For the dive shot a stuntwoman was used, with Jason
then working on removing the safety harnesses and wires, tracking in
new body parts to disguise her as the original diver. Mill flame
artists also worked on replacing the empty skyline with a cityscape
and adding the diver's shadow to pool surroundings. Additional work
included creating a 'pool tiled' ramp to enable the car to drive
from the pool.'
The total result was 60 seconds of television.
'The a artist is nothing without the gift,
but the gift is nothing without work.' -Emile Zola
(1840-1902)
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[ART] The boundaries between art and consumerism
increasingly become harder to define. Art seeks new functions,
it becomes commercial, mechanical, whereas elements of design
become less functional than sculptural. It is becoming difficult
to distinguish between art gallery and department store, while
hotels become film sets and fashion stores become places of
worship. Functions are changing. This blending of realities
creates short-term design hits, to be sampled, and then on to
the next. Function tied to fashion. Architecture is experienced
in the same way that people experience a movie. An architectural
style can be influenced by one movie. The pace of change grows
ever faster. Images that once shocked, become advertising in
glossy magazines, requiring more extreme imagery to achieve
the same effect.
'First of all, art is about life and always
has been, whereas the art world is about money, and always has been.
I believe that in the 1960s the problem was not art but the art
world, and I find it much easier to ignore the art world and to
achieve my aims through art. I think that if you concentrate on the
future, as I do, you can do anything. If you start doing a certain
thing, it is not difficult to think of opening a restaurant,
designing disc sleeves or the image of a recording studio, or
creating fashion. I mean, art can be anything and go anywhere.'
-Damien Hirst
[CHANGE] To have meaning beyond simply fashion or style, is
the ultimate goal of the marketing process behind every large brand.
How your brand identity is communicated is becoming ever more
complicated. Never have we been bombarded with so many messages. To
compete in a world were every image carries a logo, ever changing,
urgent, has an interesting effect on longer-term design projects
like films or cars. Because you begin the design process years
before your product hits the market, you basically have two choices:
the design is so original you invest in it and take an increased
risk, or you tie your design to icons of the past. Ford are
recreating many of their earlier models in 'updated' styling. The
new Mini tries hard to retain the cheeky innocence of the original
(through brand focussing). Bond films rely on their tried and tested
formula, no real surprises here, just bigger explosions.
The biggest film at Cannes last year was 'The Matrix Reloaded', with
Hollywood awash with the safety-net of the remake. In difficult
times, clients stick to reliable risk-cutting measures and are not
willing to take a chance on new ideas. What we need are people with
self-belief and commitment to follow a vision and without fear for
change. Change is difficult, testing our convictions and calling
into question our intentions and aspirations. The creation of
something truly new requires equal vision from the client as well as
the designer. There is nothing morally wrong with references from
the past, but when the past is your inspiration, the future is only
a remake, and the original was better anyway. Design is, after all,
the art of causing change to occur in a defined direction with good
taste.
Designers should be aware of the dynamics of change, globally
and locally. Good design balances sincerity, respect and
inspiration on the part of the designer, with understanding from
the client of what good design can do. Design is change, and it
is up to us to understand the complexity of human feelings,
apply some imagination, and create a more desirable future.
'The best way to predict the future is to
invent it.' -Alan Kay
[SIMPLICITY] Reducing something to it's basic elements of
function and communication and achieving 'beauty' is the
trademark of a master designer. The packaging for Ty Nant spring
water, designed by Ross Lovegrove, is a recent example. It's
packaging communicates the contents, pure spring water, through
it's physical design, while becoming quite a beautiful object in
itself. The simplicity of this bottle with it's reflections on
the supermarket shelf sets it apart from the rest.
'Recently I was in Greece having lunch by the
sea. A very simple place. The menu was dried fish, nailed to the
wall, with a price tag on them. This was the best design for a
menu I have seen. Simple, international, a great piece of design
from an old man by the sea.'
At design school, one of
my teachers was an ex-military designer of missiles. After
witnessing the destruction they caused in the Falklands war, he
quit, became a design teacher, and grew his hair very long. One
day we were trying to solve a packaging design problem. He gave
me the example of the banana: the colour of the packaging
changes from green to yellow then black - not good, eat me, too
old. When you eat it, the packaging becomes a grip you peel away
keeping your hands clean. The packaging is friendly to the
environment. The product does not roll off the table, it looks
good, and never goes out of fashion. A simple design, which
scores top marks at every level.
'Design is so simple, that's why it is so
complicated.' -Paul Rand
Advice for hotrodders (quotes taken from
www.rgruppe.org)
01. Stay clear of trends, that is unless you are the one starting
them. 02. Never let popular opinion or trends dictate what colour
you paint your car. 04. Learn how to draw flames. 03. Help younger
rodders in any way you can. 05. Never rush a project, it will always
show.
06. If you are going to do a burnout, do it where nobody will see
you. 07. Don't be ashamed if you didn't build your car. There are
very few people out there who can do it all. 08. At the same time
never take more than a decade to build a car. Trends seem to cycle
every five to seven years. 09. Build your car for YOU, not for the
fame and glory. Fame and glory fade with time but YOU will be around
as long as you live. 10. If you get your car in a magazine, buy only
one or two extra copies, not fifty. If you buy all the copies up, no
one will ever know you were in a magazine. 11. Remember, your
painted car is no better than a primered one. Maybe the owner of
that primered car likes it that way. 12. Remember, opinions are like
assholes, everybody has one. 13. Listen to constructive criticism.
But remember, there are people out there who enjoy to see you get
angry. If you learn to tell the difference between the two, you are
wise. 14. Take someone over age 65 for a ride in you rod. They can
remember when these cars were used as everyday transportation and it
will most likely trigger a fond memory that they will share with
you. 15. Likewise, take a child or teen for a ride. Young opinions
are forming, and who knows, they may become the next generation's
rodders. 16. Work on forming your own opinion, and don't be afraid
to voice it. 17. Be modest. 18. Never try to outrun a cop. 18.
Always wear sunscreen in a roadster.
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