Showing posts with label graphic design. Show all posts
Showing posts with label graphic design. Show all posts

Thursday, June 28, 2007

Graphic Design is not creative. It's a science.

I'm tempted to start this blog with something introspective (like a Calvin and Hobbes moment that catches you unaware) but probably better to dive headlong into the stuff that will spark discussion. So let me get to the point :::

Design is not creative. Design is a science.

De Bono stated creativity can be taught in steps through the practice of lateral thinking techniques. Altschuller recognised a similar pattern across a range of inventive solutions and subsequently developed a systematic approach to creativity based on his findings. Yet there is still the perception that the creative profession requires a unique way of thinking that only a select few possess.

We often overlook the importance of a set process to focus on the final result. The use of a systematic method not only breeds creative consistency, it can be your best friend in those times of high stress and looming deadlines, regardless how bad your hang-over is or whether you’d currently fail a urine test. These tried and true processes have designers like myself to achieve what we inherently consider good design on a consistent basis. Through a structured approach to design, my dream of leaving behind a footprint of award winning brand identities, modular systems, sketches for flying machines and the occasional fine art piece lives on.

In recognising this response to a creative process to stimulate ideas, I began to move away from my surrealist automatic drawing approach toward a formulaic sequence (developed over years of late nights and also yesterday whilst writing this article).

Not that there weren’t failed attempts. Initial experiments at establishing a routine for creative output had begun with a cappuccino, followed in rapid succession by two short blacks before hitting the sketchpad. This simple procedure did at times yield periods of design genius, but unfortunately also resulted in mind numbing clip-art stealing depression. I needed a progression that would be there for me no matter how low I may have fallen (and we’re talking gum on shoe low).

This is not to say I’m building up towards advocating a cold calculated approach, or daring to speak against the random bolt of lightning that strikes as you soap yourself in the shower. I fully encourage the complete immersion of the mind in random chaos (and the body in soap if that works for you like it does for me). But random chaos, the happy accident and any other aha! moments should be one step in a sequence or result therefore, and not a singular relied upon solution.

If you are relying on right brain thinking alone, you are under-utilising that other side of the mind your parents hoped would lead you to a medical degree.

Just think, with both sides working in unison, not only will you be able to think of the most brilliant, award winning, smile-in-the-mind type creative solutions, you’ll even be able to align them to your clients business values (and you thought the day would never come…)

So how do you develop a creative process for an industry that admires typographic self mutilation and third eye opening acid trips (when the damn cocaine just isn’t working)? Easy. Open up CorelDraw and get out your design-for-dummies book. This design thing ain't rocket science. It's about making things look pretty right?

I know, I know, you’re looking around the room to check your colleagues haven’t seen those words on your screen and a guide to step by step creativity. But here it is, without popular request and in all it’s glory, my one-two-three guide to creative genius.

1. Write down the core vision
This is the essence of a design (or brand) distilled into a single sentence. It might be as simple as ‘It’s all about sex’. That aside, it’s the post-it note stuck above your desk that is the concrete reference for each and every idea you create. You get to check anything you do against this driving statement at any time and if doesn’t in some form embody this core essence, you’ve gone a little too far off the track. Which is a good thing, in most instances, all you need to do is take a few steps back to find the breadcrumb trail again.

2. Immerse completely, rinse and repeat
New project comes in, and it’s something you haven’t done in a while. You need to get into the right mindset. Read every book, look at every magazine and talk to all the guys in the office with more experience than yourself (thank you Mr Janitor, you saved my ass again). Look at all mediums for inspiration; architecture, photography, illustration, advertising and movies to name a few. Limit the amount of other graphic designer’s work you look at as a project continues or it will start to subconsciously pervade your own designs. You want to absorb a spectrum of influences early and in one big hit to jumpstart your own thinking. Good stuff will stick in your mind, and inspire you to do even better.

For example, if you’re working on signage, look at every example application you can possibly get your hands on. Historical examples, the latest innovations, concepts, sketches and failed attempts. Then look at black and white photography of the naked form. For inspiration of course. Variety is the key, you’re not looking for trends but possibilities. You’ll probably see stuff you didn’t even realise was possible or applications that aren’t relevant but lead you to a new concept. Do the same for packaging, for annual reports, or for the logo that cheap Uncle Bob asked for (he’ll only pay you in grief and aggravation) but it’s family so do it, then tell him that when the time comes you’ll need him to do you a favour and kiss him on both cheeks. Then in three weeks time, ring him at 2.00am in the morning, breathing erratically and stuttering and say ‘Bob, it all went bad and I need that favour now. Bring your car and a shovel.’ He’ll most probably blubber something incoherent and hang up, but I guarantee he won’t ask for any more logos and you only have to dig one hole with your hands.

3. Brainstorm
It’s a cliché, but it’s a true and tried path to starting a job. You just gotta start and ideas will come (and when they don’t, do it anyway). Destroy that page with every thought that springs to mind. The reality is, you’ll pour out nine hundred and ninety nine ideas of pure rubbish. Absolute gabage. No really. It will be clichéd, imitative design that your old uni lecturer would have pulled out the red pen for. But after it’s on the page, it won’t appear in your head again. Then call it a day and go home. The good ideas will start appearing in the shower that morning and you’ll be desperately trying to draw them in the heat mist on the door with one hand whilst barely holding up your towel and your dignity (which you’ll let go of right when your partner walks in to see you naked and drawing strange symbols on the bathroom mirror. Design can be a lonely career, be warned)

Friday, March 30, 2007

Raw and Honest

An interview with graphic design Christian Teniswood

Who are some of the clients you’ve worked for?
No naming dropping here but big ones. The type that make students spit when they hear your name in sell-out disgust. But it was what I always wanted. I need to feel compelled to wear a suit to presentations. A bit of public speaking pressure and a thin tie bring out the best in me.

What should design students put in their folio?
It doesn’t really matter. I’d focus on your coffee making skills.

Anything else?
Oh, ok. Ideas. Ideas. More Ideas. Then a range of styles. Emphasise your design strengths. Don’t try to sell any poor imitations of the latest design trend. If you can’t do abstract 3D crystals with twenty five glowing layers of photoshop wizardry better than everyone else, then don’t show it. You are not Rinzen, you are not David Carson, you are not your khakis. You are the same decaying matter as the last fifty juniors who proudly showed up with a folio of cloned work. Unless you’re not. Then you'll be remembered.

What salary range should I be expecting as a junior designer?
That’s dependant on experience and the quality of your cappuccino.

Do you work long hours?
Think the eye scene from a clockwork orange. You do this job for love, not money. I walk uphill both ways to work, barefoot in the snow, just for the privilege to be in this industry. Someone is buying your ideas. Sure, they seem to come cheap compared to other career choices but it’s still the only thing I can ever see myself doing. Except for jelly wrestling, I could have been great at that. Damn trick knee.

Do you get to design much in your first year at a design studio?
On the good days the creative director will look at your best etch-a-sketch doodle and give you some feedback.

What was your first project as a junior designer?
It was an in-house exercise to develop a new 27th letter for the alphabet. I was asked to present my sketches to the team. I was full of enthusiasm as I pinned the work up on the wall in front of the assembled designers. The creative director then asked me to vocalize each so he and the excited congregation could better understand the concepts behind them. I pointed eagerly at each sketch and through lemon sucked lips vocalised my literary inventions. ‘Xerg!…sshdtx!…psssthx!…mthuph!….ghweghle!” I combined unheard before tones and flying spit into new worlds of alphabetic wonder. Saussure would have been proud.

As were the assembled creatives who were almost crying in an attempt to contain their laughter. ‘Well done’ said the creative director as he patted me on the back and handed me an etch-a-sketch. ‘You’ve earned this.’

How important are ideas?
Stupid question really. The more ideas you can have, the better a designer you become. What’s even more important is to never criticise an idea ever again, especially in team environments. Trust me, this isn’t easy. Your colleague shows you a mark that looks like a limping donkey in need of a mercy killing. You’re tempted to load your gun and say ‘Clipart might be free, but it’ll cost you your soul’ but instead (and for the rest of your career) you say ‘Interesting. Let’s keep it in the mix, and keep exploring’. He might come up with something better, or not, but his confidence won’t be dented and he’ll pay the compliment back the next time you proudly present your own struggling mule. The last thing any studio needs is fear of presenting ideas (you need lots of ideas to find a good idea, even more to find a great one).

Are the deadlines strict?
I don’t want to talk about it. We’ve lost good men to those ‘deadlines’.

Do you work with the latest technology?
Yes. The couches in reception impressively fold out into beds.

As a designer do you see the world differently to others?
I sure do. Where others see buildings, streets and corners I see strategic locations from which to launch water-balloons at unsuspecting passerbys. This is what separates us from the monkeys.

Is a career in design everything you thought it would be?
Absolutely. My children will be dentists, but this career is everything to me.

Is a little arrogance required to succeed in this industry?
I’m not sure. I don’t talk to other designers much, their lack of talent sometimes annoys me. I just focus on myself.

Other advice?
Be nice to each other. Backstabbing has no place in this industry. I’m going to steal an analogy used by Luke Sullivan in his fantastic book ‘Hey Whipple, Squeeze This’ in regards to teamwork. Whether you’re the mac master, mac monkey or coffee boy (read junior designer) just remember it’s a three legged race. One falls, we all fall.

So work together and don’t be afraid to ask for help or opinions from the guys you work with. We’re not here to practice the gentle art of making enemies (and coffee boys have long memories and a revenge list of people to crush on their rise to the top).

Thanks Christian
No, thank you.

Friday, March 2, 2007

It's not life or death, it's more important than that

I still remember my first sports victory like it was yesterday. I was competing in the high school athletics 400m sprint, and upon hearing the starter's horn, I was off like a shot. Running like a greyhound after a rabbit, I quickly left the other runners lagging behind. As I rounded the final bend and crossed over the finish line, I raised my arms in triumph.

It was only then I noticed the starter waving me on. I walked over and asked what the problem was and more importantly, where I could pick up my trophy. It was then he informed me this was the 800m sprint, and I still had a lap to go. I had an important decision to make at that point but it came to me easily. Having already tasted glory that day, I discreetly stepped off the track to let my fellow competitors surge past. The dizzying heights of sports stardom were not for me alone, and I felt it only right to let someone else also touch the pinnacle that I had ascended.

I retired at the end of that year, much to the benefit of professional athletes everywhere, and decided to take my competitive spirit into the realms of graphic design instead. Now, we may call graphic design a career, or a profession, or even a lifestyle, but rest assured, this is a popular misconception. It's really just a game.

Design is a bit different from the usual perception of a sport though. We tend to wear our uniforms on our desktops, and our shoes are deceptively inappropriate for running in most instances (not that designers can't run, just yell 'free fonts over here' and watch them turn into cheetahs).

For example, designers appear to like friendly collaborative projects, but underneath that teamlike surface, there's a simmering competitive spirit. This can better be described as personal ego stroking or an opportunity to display your superiority. Every designer likes to impress their colleagues, but nothing brings a smile to the face like crushing an opponent with an award winning concept. Sketches for a brand identity can very quickly turn into a spaghetti western style showdown. "You laughin' at my logo?" are words you never want to hear uttered in any studio. I've seen blood on the walls once too often and other sights that no amount of scotch can wash away. Trust me, I've tried...images of our christmas party massacre are embedded in my psyche. And finding the senior designer mauling the PA half blinded me (helping her stretch out a cramp my ass).

Like any sport, design has its teams, clevery disguised as a studio outfit. The coach, often referred to as the creative director, will usher the team together to motivate them on the new project that has just entered the arena. You’ll often hear a stirring speech that suggests everyone strive to achieve a personal best on this new brief, especially as a poor result means a weekend training session awaits. The fresh faced intern usually stumbles in at the worst moment and gets selected for mascot duties. This normally consists of wearing a monkey suit and massaging the old veterans, but hey, you gotta earn your stripes no matter how ugly.

Studying your opponents is also a crucial requirement in being successful. A quick look at any recent work can often be an indicator of whether a studio is back in form, or struggling through an injury plagued pre-season. It's important to keep an eye on the competition, if you hear through the grapevine that Studio X has upgraded, is sporting new gear and recruited some top draft picks, they're gonna be running faster and jumping higher than before. How can you level the playing field after that? Well, it all comes down to training. And sabotage.

Nothing like sending a friendly email with porn attachment to your buddy at Studio X. Knowing his resistance level to such things is as good as his golf game, he's bound to save it to his personal collection without second thought. Thank goodness the moral judge in you has also sent an anoymous email to his boss. The explanations will keep him off the pitch for at least a week.

If sabotage isn't your thing, then it's back to training. Design is like a box of chocolates. The more you eat the fatter you get. And because we're sportsmen, we can't give up chocolate. That would be quitting. No, wait, got my analogies mixed up. What I meant to say is design is like a boxing fight. If you can't do the Tschichold shuffle, or the Bringhurst bob and weave, all you can hope for is to land a lucky Akzidenz Grotesk. So when your opponent can tell you where the umlaut in muller-brockman goes, you're in a world of trouble. It's all about setting PBs. Start exercising when time presents itself with a sprint column setting, a triple-jump of the ISO page systems and a jog through the humanist sans-serifs. Strong counter-punch concepts and design theory jabs are the only weapons that will hold you in good stead when you're up against the ropes being mauled by a young gun and his up to date adobe arsenal (hey, Illustrator 8 might not have everything, but it keeps me honest).

So keep your eyes peeled for the studios that are in form and setting the pace for next season. Each year brings a new group of young rookies hoping to knock the veterans of their pedestals and take their titles. Just remember to be a good sportsman and shake hands after the fight and when the ref isn't watching, throw in a low-blow.