Entries in i learned (49)

Monday
Nov192012

Charles Eames - Design Q&A

Design Q&A with Charles Eames
A film, made in 1972, that expresses Charles Eames' approach to the design process. The questions and answers were the conceptual basis of the exhibition 'Qu'est ce que le design?' at the Musée des Arts Décoratifs, Palais de Louvre in 1972.

I LEARNED ...

    Q: “What is your definition of ‘Design,’ Monsieur Eames?

    “One could describe Design as a plan for arranging elements to accomplish a particular purpose.”

    Q: “Is Design an expression of art?”

    “I would rather say it’s an expression of purpose. It may, if it is good enough, later be judged as art.”

    Q: “Is Design a craft for industrial purposes?”

    “No, but Design may be a solution to some industrial problems.”

    Q: “What are the boundaries of Design?”

    “What are the boundaries of problems?”

    Q: “Is Design a discipline that concerns itself with only one part of the environment?”

    “No.”

    Q: “Is it a method of general expression?”

    “No. It is a method of action.”

    Q: “Is Design a creation of an individual?”

    “No, because to be realistic, one must always recognize the influence of those that have gone before.”

    Q: “Is Design a creation of a group?”

    “Very often.”

    Q: “Is there a Design ethic?”

    “There are always Design constraints, and these often imply an ethic.”

    Q: “Does Design imply the idea of products that are necessarily useful?”

    “Yes, even though the use might be very subtle.”

    Q: “Is it able to cooperate in the creation of works reserved solely for pleasure?”

    “Who would say that pleasure is not useful?”

    Q: “Ought form to derive from the analysis of function?”

    “The great risk here is that the analysis may be incomplete.”

    Q: “Can the computer substitute for the Designer?”

    “Probably, in some special cases, but usually the computer is an aid to the Designer.”

    Q: “Does Design imply industrial manufacture?”

    “Not necessarily.”

    Q: “Is Design used to modify an old object through new techniques?”

    “This is one kind of Design problem.”

    Q: “Is Design used to fit up an existing model so that it is more attractive?”

    “One doesn’t usually think of Design in this way.”

    Q: “Is Design an element of industrial policy?”

    “If Design constraints imply an ethic, and if industrial policy includes ethical principles, then yes—design is an element in an industrial policy.”

    Q: “Does the creation of Design admit constraint?”

    “Design depends largely on constraints.”

    Q: “What constraints?”

    “The sum of all constraints. Here is one of the few effective keys to the Design problem: the ability of the Designer to recognize as many of the constraints as possible; his willingness and enthusiasm for working within these constraints. Constraints of price, of size, of strength, of balance, of surface, of time, and so forth. Each problem has its own peculiar list.”

    Q: “Does Design obey laws?”

    “Aren’t constraints enough?”

    Q: “Are there tendencies and schools in Design?”

    “Yes, but these are more a measure of human limitations than of ideals.”

    Q: “Is Design ephemeral?”

    “Some needs are ephemeral. Most designs are ephemeral.”

    Q: “Ought Design to tend towards the ephemeral or towards permanence?”

    “Those needs and Designs that have a more universal quality tend toward relative permanence.”

    Q: “How would you define yourself with respect to a decorator? an interior architect? a stylist?”

    “I wouldn’t.”

    Q: “To whom does Design address itself: to the greatest number? to the specialists or the enlightened amateur? to a priviledged social class?”

    “Design addresses itself to the need.”

    Q: “After having answered all these questions, do you feel you have been able to practice the profession of ‘Design’ under satisfactory conditions, or even optimum conditions?”

    “Yes.”

    Q: “Have you been forced to accept compromises?”

    “I don’t remember ever being forced to accept compromises, but I have willingly accepted constraints.”

    Q: “What do you feel is the primary condition for the practice of Design and for its propagation?”

    “A recognition of need.”

    Q: “What is the future of Design?”

     

Monday
Oct152012

Michael Bierut - 5 Secrets from 86 Notebooks

Michael Bierut talks about five secrets from his eighty-six notebooks

Michael Bierut - 5 Secrets from 86 Notebooks

Renowned graphic designer Michael Bierut claims that he's not creative. Instead, he likens his job to that of a doctor who tends to patients – "the sicker, the better." Digging into the 86 notebooks he's kept over the course of his career, Bierut walks us through 5 projects – from original conception to final execution – extracting a handful of simple lessons (e.g. the problem contains the solution; don't avoid the obvious) at the foundation of brilliant design solutions.

    I LEARNED ...
  1. Listen first, then design
  2. Don't avoid the obvious. Obvious can be your friends.
  3. The problem contains the solution
  4. Indulge your obsessions
  5. Love is the answer
Remember who you are doing it for. Remember why you are doing it. And you will not go wrong.
Monday
Oct082012

James Cameron Talks Curiosity

James Cameron talks curiosity

James Cameron: Before Avatar ... a curious boy

James Cameron's big-budget (and even bigger-grossing) films create an unreal world all their own. In this personal talk, he reveals his childhood fascination with the fantastic -- from reading science fiction to deep-sea diving -- and how it ultimately drove the success of his blockbuster hits "ALIENS," "THE TERMINATOR," "TITANIC" and "AVATAR."

    I LEARNED ...
  • I didn't really learn about leadership until I did these expeditions. Because I had to, at a certain point, say, "What am I doing out here? Why am I doing this? What do I get out of it?" No fame, no glory, no money. What are you doing? You're doing it for the task itself, for the challenge, for the thrill of discovery.
  • You know, what are the lessons learned? Well, I think number one is curiosity. It's the most powerful thing you own. Imagination is a forcethat can actually manifest a reality.
  • "Give me some advice for doing this." And I say, "Don't put limitations on yourself. Other people will do that for you -- don't do it to yourself, don't bet against yourself, and take risks."
  • Failure has to be an option in art and in exploration, because it's a leap of faith. And no important endeavor that required innovation was done without risk. You have to be willing to take those risks. So, that's the thought I would leave you with, is that in whatever you're doing, failure is an option,but fear is not.
Monday
Oct012012

Stanley Hainsworth - Creating a loved brand by telling a story

Stanley Hainsworth talks creating a loved brand by telling a story

Stanley Hainsworth has been creative director at Nike, Lego, and Starbucks—all brands that have become iconic through good design. He just finished designing the new Gatorade bottle, too. Hainsworth clearly has a remarkable eye for style, but he insists that the key to creating a brand that attracts fans, that people love, is telling the company's story.

    I LEARNED ...
  • What is your story?
    What set you apart in the marketplace from anyone else?
    What do you like as a person?
  • Hainsworth says that companies like Apple have a persona. "You could describe what Apple is as a person, because of the personality they've created," he explains. "So when we work with tech startups, the first thing we have to figure out is their story—what sets them apart in the marketplace."
  • Now at the helm of Tether, his own design studio and retail space in Seattle, Hainsworth keeps looking for new challenges. "When I left Starbucks, people thought I'd want to work someplace really hip, like Diesel or Apple. I told them I wanted to work with Microsoft and Wal-Mart—two great American brands that have never told their story well. They both have incredible stories, if you think about the startups that they were at the time—it's unbelievable. Bill Gates, what he went through, and his story: it's never been told well. They've never used it to their advantage. They've become a product company with no soul."
  • "Great companies read your soul," says Hainsworth. "They give you something you didn't even know that you needed."
  • Brand as people. Consumer describe brand as person.
  • Successful brand has a story. Apple has a story. Nike has a story. Starbucks has a story. If a story told well and fully, the brand is able to weather many storms. Cosnumers becomes the brand's fans and the brand's personality. Consumers will stick with the brand they believe and trust.
Monday
Sep242012

Stanley Hainsworth talks about branding

Stanley Hainsworth talks about branding

What makes a good brand? Stanley Hainsworth designed the new Gatorade bottles and much more. He's been a creative director at Nike, Lego, and Starbucks. Stanley Hainsworth talks about brand design and storytelling.

    I LEARNED ...
  • How to maket a product.
    1. Create an identity / a character
    2. Utilize new elements for all consumer touch points
    3. Produce event / tour / outdoor advertisement
    4. Develop app
  • Brand is about connectiong a need and a want to a solution. When consumers create an emotional connection to a brand, brand have the permission to try new idea and experiment. Be good at what you do. Gain trust with your consumers.