Stranger and Stranger is a design studio that produces work that is vastly different to that of my own, but it is a studio that I admire massively. I'm constantly impressed by their intricate, extremely fine detailed and traditional design elements. They refuse to bow down to the modernist, minimalist influences around them, and through doing that they have created their own bespoke creative identity and art form. Their design tells a story through its enhanced visuals and use of pattern and colour - it's visually exciting to look. Whilst my design style is totally different, visual storytelling is definitely something I'd like to incorporate to enhance my visual practice.
Thursday, 3 December 2015
Tuesday, 1 December 2015
Inspiration from The Guild: Joseph Hofer and Jennifer Keesmaat
Inspirational interviews with Canadian creatives from The Guild series
http://www.theguildseries.com/
Jennifer Keesmaat is the Chief Planner of the City of Toronto
On taking advantage of challenging projects instead of hiding from them:
"I'm way beyond my skill level, I'm way beyond my depth. But I'm going to surround myself with ideas, information, analysis, that's gong to allow me to thrive in this place of uncertainty. It really is to me, being creative, is about asking those tough questions and going into that uncertain place where you have to tolerate not having the answers. You've just asked the really hard questions, and you don't have the answers, and then being able to test some different things...And you'll know when you've created something that's beautiful, and something that's good, because it will feel right. And you will also know, in that place of uncertainty, when you're not there yet; you'll know it because it won't feel beautiful, and when it feels beautiful and looks beautiful, then you'll know, you've in fact done really good work."
https://vimeo.com/120624907
Joeph Hofer is an Industrial Designer at BlackBerry
On what inspires him:
"I love travelling, I love seeing other cultures and seeing other ways of doing things. I love finding a coffee shop or a place to just sit and people watch, I find that fascinating. I'm more inspired by people than I am anything else. What I wish I'd have learned earlier, is to care less of what people think of me or what I did, and thinking more of why I did what I did. I realise there's a lot of common design principles that are in a lot of other design professions, but on a product level it's almost related to distance. Like, what's the read at ten feet away? What is the form factor or shape? Then as you come closer, you pick it up, what's the weight? How do the edges feel? How does it fit into your hand? Understanding that relation between the product and the person is really important. Designing something that's comfortable, something that's exciting, is really valuable."
"Creativity plus risk equals success."
These interviews are a huge source of inspiration for me; they apply to a lot of my deepest interests (future-thinking, city planning, industrial design, humanist design, human-interaction design) and ambitions, and they are presented in a way which exponentially increases their appeal. The way the films are shot, the camera angles, the soundtracks, the film locations, the way in which the creatives talk. It all adds up to a hugely inspirational and memorable set of videos.
"I love travelling, I love seeing other cultures and seeing other ways of doing things. I love finding a coffee shop or a place to just sit and people watch, I find that fascinating. I'm more inspired by people than I am anything else. What I wish I'd have learned earlier, is to care less of what people think of me or what I did, and thinking more of why I did what I did. I realise there's a lot of common design principles that are in a lot of other design professions, but on a product level it's almost related to distance. Like, what's the read at ten feet away? What is the form factor or shape? Then as you come closer, you pick it up, what's the weight? How do the edges feel? How does it fit into your hand? Understanding that relation between the product and the person is really important. Designing something that's comfortable, something that's exciting, is really valuable."
"Creativity plus risk equals success."
These interviews are a huge source of inspiration for me; they apply to a lot of my deepest interests (future-thinking, city planning, industrial design, humanist design, human-interaction design) and ambitions, and they are presented in a way which exponentially increases their appeal. The way the films are shot, the camera angles, the soundtracks, the film locations, the way in which the creatives talk. It all adds up to a hugely inspirational and memorable set of videos.
Thursday, 12 November 2015
Presentation Skills
As daunting as it is to present yourself in front of a group of people is, it's also one of the most rewarding things you can do. It allows you to better discover who you are as a creative and as a person, and it allows you to slowly but surely make your place in the world. If no one knows who you are, then what you do might not make as big a difference as it could.
There are things, as there are with everything, that can be done to make presenting yourself easier, and whilst at first they may seem simple, everything that helps helps.
Project your voice.
By doing this you appear confident and sure of what you're saying and presenting, and it also helps alleviate shaky-voice, if or when you get it.
Have water handy.
You often see professional speakers drinking from a bottle of water during their presentation. This is handy for a number of reasons, the simplest of course being to avoid a dry throat, which can in turn coarsen your voice. It also allows you to take a mini break whilst you drink, allowing you to think about what you want to say next.
Be you.
Talking like you usually talk and dressing like you usually dress will help convey a sense of legitimacy and integrity. There is no point in doing a presentation of yourself if you're attempting to be someone you're not.
Be prepared.
Going through your presentation in your mind helps you to create a kind of storyline for what you say. Going through it out loud is even better - it allows you to set a pace and add offshoots to what you have written down.
Humour can work.
Making people laugh puts you at ease and breaks the ice between you and your audience. It can also make what you say more memorable or more impactful. Be careful not to reach the extent where you reduce the legitimacy of what you're saying, however.
Anecdotes add a personal touch.
Anecdotes give an immediate personal and emotional element to your talk, making it more memorable and effective. They also improve the impact or add a storyline to what you're saying, giving reasons for who you are or why certain things happened or have to happen.
There are things, as there are with everything, that can be done to make presenting yourself easier, and whilst at first they may seem simple, everything that helps helps.
Project your voice.
By doing this you appear confident and sure of what you're saying and presenting, and it also helps alleviate shaky-voice, if or when you get it.
Have water handy.
You often see professional speakers drinking from a bottle of water during their presentation. This is handy for a number of reasons, the simplest of course being to avoid a dry throat, which can in turn coarsen your voice. It also allows you to take a mini break whilst you drink, allowing you to think about what you want to say next.
Be you.
Talking like you usually talk and dressing like you usually dress will help convey a sense of legitimacy and integrity. There is no point in doing a presentation of yourself if you're attempting to be someone you're not.
Be prepared.
Going through your presentation in your mind helps you to create a kind of storyline for what you say. Going through it out loud is even better - it allows you to set a pace and add offshoots to what you have written down.
Humour can work.
Making people laugh puts you at ease and breaks the ice between you and your audience. It can also make what you say more memorable or more impactful. Be careful not to reach the extent where you reduce the legitimacy of what you're saying, however.
Anecdotes add a personal touch.
Anecdotes give an immediate personal and emotional element to your talk, making it more memorable and effective. They also improve the impact or add a storyline to what you're saying, giving reasons for who you are or why certain things happened or have to happen.
Thursday, 5 November 2015
Study Task 02: Why am I here?
Identify and explain 5 reasons why you chose to study on the course
To learn the rules and theory behind design - you can't break the rules without learning them, and the history of design will always have to be acknowledged.
To learn about design as an industry and how it works and how to access it. It's the only way to be successful in it.
To work in an academic, albeit studio-esque creative environment with other creatives in an experimental way. It'll help me be more creative, and prepare me more for the life after.
To form relationships and make connections with successful creative people. People are everything.
The position of LCA as a specialised institution, former work seen, the GD yearbook and the college facilities and environment. I was impressed by most aspects of the college.
Identify and explain 5 things that you want to learn during your time on the course
Traditional methods of graphic design e.g. printmaking, printing press typesetting etc.
The rules and theories behind design and design philosophy, studying design masters like Vignelli. By observing what made them what they became, it becomes easier for you to become that.
Effective research methods behind good design decisions. It's almost impossible to create something good without starting somewhere good.
How design studios operate and how to deal with clients - it would've been dangerous for me to try and wander into the world of design and services without being prepared.
How design can change the world. I want to make a difference through design. There's no point in doing anything if it doesn't make a difference.
Identify and explain 5 things that you think are your strengths
Selecting (mostly) successful compositions, layout and type. Using type for impact. I'm good in creating and composing something in a way which just looks good, and mostly has reason.
Creating UI/UX concepts. Understanding how people interact with machines. I've used technology and machines since I was 3 years old, and along the way I've picked up what makes a machine easy or hard to use, and what makes people enjoy interacting with them.
Forming a whole identity instead of just a logo. It can be easy to forget that an identity doesn't just stop at a logomark, but I can prove how it's so much more than that.
Communicating verbally and visually. I like observing, talking to and interacting with people.
Thinking about the impacts of design and what we can do to improve the world. I like to think long term, at the things that matter (and the things that might not), in order to assess how I can make the things I do improve the world.
Identify and explain 5 things that you would like to improve
Creating and modifying typefaces? I'm good at using type, not at making it.
Illustration and technical skills in Adobe CC suite. I'm relatively fluent in Photoshop, Illustrator, I can use InDesign, and I'd love to learn how to use Premiere Pro, After Effects and more.
I have a passion for beautiful films, featuring both nature and people.
Very deep research and research analysis.
Communicating in a way which inspires and convinces.
Identify and explain 5 things that inspire you
Elon Musk/Tesla/Space X. They're changing the world for the better, and their motives are simple: to make things better. To do the things that have to be done.
Silicon Valley tech companies and start ups. I love the power and influence they have, and I love how they try and use it positively to improve people's lives.
Earth and nature. The most epic things on our planet.
Films and video games and their ability to be pure, unadulterated art and design expression. I love occasionally living in a world which isn't mine.
Mountains, trees, stars and space.
Future tech ideas and innovations.
Revolutionary action to make things better.
Really nice books.
Behance.
Tobias van Schneider.
Behance.
Tobias van Schneider.
Friday, 16 October 2015
Things That Inspire Me
Elon Musk, Tesla and SpaceX
Elon Musk, co-founder of PayPal and CEO of Tesla, SpaceX and SolarCity is a huge part of what inspires me. His attitudes and actions towards the advancement of humanity, particularly regarding sustainable energy and Earth and Space based travel, plays to my deepest interest and motivations. He has vision and courage, and the craziness to change the world.
Another Escape
A book series after my own heart, Another Escape is a creative adventure magazine which features outdoor lifestyle, sustainable living, creative culture and turquoise blue spines. Pretty much sums me up. I live in Northumberland National Park, so trees, mountains and stars are a big part of my life.
Google, Apple and Microsoft
Microsoft, Apple and Google are changing the world in a way which so far has improved it. They develop solutions and products that enhance our daily lives, and they ultimately aim to improve the lives of those who need it. As a group they're collectively trying to mitigate climate change, fight poverty and bring people together.
Behance
Behance is the ultimate source of creative networking and work sharing. Its home to a huge range of graphic design, photography, illustration and creative direction. I use it to stay up to date with the best and trendiest design.
https://www.behance.net/nickyhope2013
Computer Arts/Creative Bloq
Computer Arts is my favourite design magazine - I buy it every month and have done for over a year. It's best for keeping up with contemporary design trends and getting insights into the industry and how some of the best graphic designers operate.
http://www.creativebloq.com/
Instagram is full of designers, photographer and inspirational people who share their everyday lives and their best work. It's a great place to browse and get inspired, and keep up with my favourite designers and inspirers. https://instagram.com/thefuturist343/
BlackBerry
I love BlackBerry. I love that they're still weaving away making amazingly unique and brilliant phones whilst most people have forgotten all about them. I love their design, their vision, their courage and their craziness. Crazy and fascinating (and really advanced) new BlackBerry phones inspire and excite me every time I use one.
TED Talks
The very nature of TED Talks is to inspire. Some of the best designers, artists, scientists, musicians, writers, etc. convene here to inform and inspire us. I saw a particularly good one on vexillology a few weeks ago.
Tobias van Schneider
One of my favourite graphic designers, Tobias is a German born designer living in New York City. He's the Lead Product Designer at Spotify, and has worked for Wacom, Audi, BMW, Google and Toyota. He never went to design school, and he has a very interesting and inspiring private mailing list which I read every week when I receive it to keep up with what he's doing and any advice he has. http://www.vanschneider.com/
Video Games
I love video games. I love fantasy games, I love space games and I love war games. I love getting lost in a world different to that which is mine because it allows me to live like someone else, and, for a short amount of time, escape my own life. It's very hard to explain what it's like being immersed in another world. I'd love to work for a AAA games studio.
Mac OS Wallpapers
It sounds extremely odd, but the batch of wallpapers included in OS X Mountain Lion, Yosemite and El Capitan inspires me every single time I look at my desktop. They're beautiful, epic, natural scenes that make me want to pick up my camera and run.
Tuesday, 13 October 2015
The Role of Graphic Design in Transitioning Humanity to a Spacefaring, Sustainable Species (work in progress)
Tesla and Space X acknowledge the role that graphic design and design in general has in affecting public opinion and advancing certain products or services. Tesla was born out of the realisation that electric vehicles would never become the norm if they weren't designed in a way that made them better or at least equal with their fossil-fuel based equivalents. Through this realisation, Tesla proceeded to design and engineer a car that was designed to be as physically attractive as most high end luxury sedans, and to perform even better.
SpaceX could be said to employ graphic design as a means of legitimising some of their operations by making them appear well-orchestrated and advanced. Tesla's logo has a sharp, red appearance reminiscent of Ancient Japanese art and design, giving it a wise and almost philosophical feel. It's precise, mechanical and considered, like a Ninja. Their identity as a whole is more contemporary Western, combining clean sans-serif type with dramatic and emotive imagery. It convinces us that their product is something not only for personal improvement, but for the greater good.
Whilst putting a good logo on a product doesn't make it a good product, it certainly makes us expect that it is a good product. In Tesla's case, a good product is simply complemented by good design (but no marketing), and because of this the EV industry has exploded. Sales have become formidable, and rival car manufactures have announced intentions to release electrical vehicles themselves. This has greatly furthered EV research and advancement, precipitating humanity's transition to fully electric transport. And graphic design played its part in it.
Additionally, a working combination of graphic design and glossy filmography makes rocket launches and craft tests more appealing to a wider audience. Traditionally, your average modern person may not be particularly concerned about a reusable rocket booster test, but they're more likely to be concerned if it's presented like this: https://www.youtube.com/watch?v=ANv5UfZsvZQ.
Saturday, 10 October 2015
12 Graphic Design Studios
Studio AHxHA
Hey Studios
Founded by Veronica Fuerte in 2007 and based in Barcelona. Started as an online shop selling t-shirts, and they now do branding, illustration, and signage. They like the use of bright colours and bespoke, beautiful typography. They believe in doing everything on paper first, then going digital. Only 3 designers in the studio, which allows them to create a close relationship with their clients (who are often high-profile). They believe Hey Studios has an attitude, not a style.
Sagmeister & Walsh
Team of 4 working from New York. Founded by Stefan Sagmeister, later joined by Jessica Walsh. Very famous group with work in illustration, advertising, signage, web design print and animation.
Hey Days
Norwegian agency based in Oslo. Identities and solutions for wide ranging clientele. Very good UI/UX. Network of wide ranging creatives, focus on logos, web design, UI. Challenge and establish the truth, and love minimalism and Scandinavian design.
Lust
LUST
Studio founded in 1996. 16 employees, based in the Netherlands. Emphasis on traditional print based media, book design and abstract design. Sub studio called LUSTlab, which, according to their website: "LUSTlab researches, generates hypotheses and makes unstable media stable again. According to LUSTlab, the future of digital media lies in the design of its use. Humanizing the unhuman, bringing the internet down to earth and finding the missing link between the digital and the physical. The outcomes vary from (strategic) visions to new communication tools, man-machine installations and physical products using digital content."
Studio Dumbar
Dutch studio founded in 1977. Third most awarded design studio outfit behind Apple and Pentagram. Offices in South Korea and China, and their Dutch studio is an unused electrical facility. Focus on strategy, comms, branding, process management, abstract, geometric, complex typography, digital distortion. "Our style is that we don't have a style".
Build
Build
Originally based in London, now based in Yorkshire with an international presence. Founded in 2001. High profile clients - branding, type orientated, simple, muted palette. Set up married couple with a love for flat design.
Elmwood
"The world's most effective brand design consultancy". Began in Leeds - current and historical effectiveness. Won the International Design Effectiveness Awards more times than any other studio. Created their own design tools. Own tea and beer brands, have sustainable ideologies. Offices in London, Singapore, Hong Kong, Melbourne, Leeds. Branding and packaging emphasis.
Bleed
Offices in Oslo and Vienna. Multidisciplinary design studio - identity, art direction, company culture, created using form. Well renowned clients.
Face
Face.
Mexican supermodernist studio. Brand production, founded in 2006 by Rick and Ricardo. 10 creatives now. "Simplicity Works". Honest branding to stand the test of time.
Dessein
Founded in Australia, 1987. Signage, web, packaging, illustration etc. "Effective, clean, clear, fresh, modern, colourful and contemporary". Korean designers, Italian, Indian; multiethnic. Inclusion inspires innovation. Won a lot of awards.
Wolff Olins
Founded by Michael Wolff and Wally Olins. Headquarters in London, offices in Dubai, San Francisco and New York. Created logos for 2012 London Olympics, EE, The National Lottery, Skype,
COMMON TRENDS
Small, close knit studios allow clients to feel as if they're getting more attention and have a closer connection with the designers. 16 people is the maximum number of designers in the above studios - historically, studios have had many more employees. Design identities are all relatively similar, follow trends. Full Service Agencies are now more common and tend to be more successful. Brag about awards. Showcase personal and concept projects, not just commercial ones.
Thursday, 8 October 2015
An Appreciation of The Martian's Art Direction
The Martian's art style is a dream for anyone interested in both graphic design and space exploration - it harmoniously combines the realistic with the visually dramatic, and pays homage to NASA's actual graphic design history. Above is an image taken from a user interface design within the film, and below is an actual user interface taken from an actual NASA rocket launch. The difference is clear and obvious - the film UI looks nicer. It's debatable whether the improved aesthetics of the film UI would make a positive or a negative impact on its usability as a system, but almost everything else about the film version is an improvement. Instead of squashed, unequal aspect ratios and bland black backgrounds, we have a perfectly proportioned grid system, much more interesting and in-depth 3D models, beautiful typography and smooth blue gradients.
There is a point to this observation. Some people argue that not everything has to be 'designed', or that not everything can look pretty, but if a few large screens showing a lot of maths and physics can be turned into a work of visual art, I'm not sure there's anything that can't.
It's also worth appreciating that the film's graphic design team chose to use both the original and the temporary redesign of NASA's logo. The original blue logo, seen on the left, was designed in 1959 as the first official logo of the agency. The red 'worm' logo seen on the right was a redesign done in 1975 as part of the US government's attempt to improve its departmental visual identities. It served to replace the blue 'vector' logo, but in 1992 the new director of NASA retired the worm logo and went back to the blue vector logo, in what was seen by many as a terrible step backwards and a disservice to the masterful craft of the worm identity. In The Martian, whilst the NASA logo used is the blue vector, the typeface that's used on the uniforms and the EVA suits bears a striking similarity to that seen on the worm logo. So in a subtle but distinct manner, both logos manage in some way to make an appearance.
Subscribe to:
Posts (Atom)