Quotes of All Topics . Occasions . Authors
Most people have no idea how much goes into designing a typeface. Twenty-six letters in the alphabet, usually with two versions of each, upper and lower case. Punctuation and alternate characters and numbers - let's not forget numbers - can add another 40 or so.
It was stone carvers in ancient Rome, scribes in the Middle Ages, all the way through Gutenberg to the present day. That's a pretty long track record. More likely we may reach a point where each one of us is a typographer with our own custom proprietary typeface.
The most popular typefaces are the easiest to read; their popularity has made them disappear from conscious cognition. It becomes impossible to tell if they are easy to read because they are commonly used, or if they are commonly used because they are easy to read.
In A Life In Books, author and graphic design visionary Warren Lehrer crafts a vivid kaleidoscopic odyssey that frames one man’s life through not one, but one hundred different books—and book jackets... An unmistakably modern evocation of the illuminated manuscript.
Australia is one of the few places that I can think of where the cities, at least those I've been to, seem to have strikingly different characters and visual textures. To an American like me, there's basically Melbourne, Sydney and Brisbane and the rest is all bush.
Art is an idea that has found its perfect visual expression. And design is the vehicle by which this expression is made possible. Art is a noun, and design is a noun and also a verb. Art is a product and design is a process. Design is the foundation of all the arts.
We use the word typography to describe two different things: the design of letterforms, and the layout of typeset passages on a page. Both of those experiences are really important to communicating information, especially when that information involves complex ideas.
It could be that going to work is better than being home. But you should never think of days as the weekend. It should all be the same, it should all be stuff you want to do. And when it isn't then you have to change it, and you have to think about how you change it.
To design is much more than simply to assemble, to order, or even to edit: it is to add value and meaning, to illuminate, to simplify, to clarify, to modify, to dignify, to dramatize, to persuade, and perhaps even to amuse. To design is to transform prose into poetry.
I had given a presentation on design and happiness for quite a long while at design conferences. I had found thinking about the topic helpful for my own practice, as it forced me to consider the fundamentals, and the feedback from the audience was always enthusiastic.
I don't think of design as a job. I think of it as - and I hate to use this term for it - more of a calling. If you're just doing it because it's a nice job and you want to go home and do something else, then don't do it, because nobody needs what you're going to make.
What a designer does is he makes things possible that you didn't imagine could exist before, and it makes the world a better place. You know, it's a great thing to be doing. A fine artist does that, too, but they make the expression for themselves, not for others' use.
I think that the sun*like rainbow growing out of the hand is open to many alternate positive interpretations. One may say it's the hand of the United Way bringing hope to people. But it helps signal that United Way is vibrant, exciting, colorful, positive and changing.
Graphic design, which evokes the symmetria of Vituvius, the dynamic symmetry of Hambidge, the asymmetry of Mondrian; which is a good gestalt, generated by intuition or by computer, by invention or by a system of coordinates, is not good design if it does not communicate.
The nature of process, to one degree or another, involves failure. You have at it. It doesn’t work. You keep pushing. It gets better. But it’s not good. It gets worse. You got at it again. Then you desperately stab at it, believing “this isn’t going to work.” And it does!
If I was influenced by anything, it was architecture: structure having to do with logic. If you don't do it right, the whole thing is going to cave in. In a certain sense, you can carry that to graphic design. Fortunately, however, nobody is going to die if you do it wrong.
For the average audience, the credits tell them there's only three minutes left to eat popcorn. I take this ‘dead’ period and try to do more than simply get rid of names that filmgoers aren't interested in. I aim to set up the audience for what's coming; make them expectant.
If someone is going to permit me to make a publication that is politically and culturally progressive and not tell me to put their favorite movie stars on the cover, if I get to do what I want in an honest way - as I did in the beginning at 'Colors' - then I'm going to do it.
Any system that sees aesthetics as irrelevant, that separates the artist from his product, that fragments the work of the individual, or creates by committee, or makes mincemeat of the creative process will, in the long run, diminish not only the product but the maker as well.
In TV you have to open a show the subject, you deal with an idea. Then you deal with a sponsor - but fast. Then you have to announce the guest stars. As a result, you have a big fat 30, 40 seconds - 50 if they really lose their heads - to put together an unbelievable mishmash.
As we get more technically driven, the importance of people becomes more than it's ever been before. You have to utilize who you are in your work. Nobody else can do that: nobody else can pull from your background, from your parents, your upbringing, your whole life experience.
For instance, I assume those "carrots" we have on our keyboards were there originally to express "greater than" and "less than." Then they were adopted by coders, and now they show up all the time in the way email addresses are constructed. At least I think that's what happened.
Helvetica was a real step from the 19th century typeface... We were impressed by that because it was more neutral, and neutralism was a word that we loved. It should be neutral. It shouldn't have a meaning in itself. The meaning is in the content of the text and not in the typeface.
The public is being spoiled by good technical quality photographs in magazines, on television, in the movies, and they have become bored. The disease of our age is this boredom and a good photographer must successfully combat it. The only way to do this is by invention - by surprise.
I never thought I'd be able to design all the things I've been able to design. I thought that I'd be far more limited to a specific kind of work, and I've been able to establish an incredibly broad practice in all different ways, and it's because the expectations have gotten elevated.
The key to industrial leadership is technology and design; of the two, technology is quantifiable and design is not. Technological improvements might make your product worth another $20. If you design something beautiful, what is that worth? It's worth whatever people will pay for it.
I like stuff designed by dead people. The old designers. They always got it right because they didn't have to grow up with computers. All of the people that made the spoon and the dishes and the vacuum cleaner didn't have microprocessors and stuff. You could do a good design back then.
My work is play. And I play when I design. I even looked it up in the dictionary, to make sure that I actually do that, and the definition of “play,” number one, was “engaging in a childlike activity or endeavor,” and number two was “gambling.” And I realize I do both when I’m designing.
If you want to communicate something, youd better make sure that your design piece is well-dressed and that its teeth are fixed. At the same time, I still believe that if it is only stylistically great and it has nothing to say, it still is not going to make a lasting impression on anybody.
In running, I know that I can train as much as I want and Im never going to break the world record for the five miles. Its partly genetics; Im just not built for it. But if I worked really hard, I might be able to cut my time by half. Could I do the same thing with my mind and my well-being?
If you want to communicate something, you'd better make sure that your design piece is well-dressed and that its teeth are fixed. At the same time, I still believe that if it is only stylistically great and it has nothing to say, it still is not going to make a lasting impression on anybody.
The things we do outlast our mortality. The things we do are like monuments that people build to honor heroes after they've died. They're like the pyramids that the Egyptians built to honor the pharaohs. Only instead of being made of stone, they're made out of the memories people have of you.
When the novice photographer starts taking pictures, he carries his camera about and shoots everything that interests him. There comes a time when he must crystallize his ideas and set off in an particular direction. He must learn that shooting for the sake of shooting is dull and unprofitable.
In running, I know that I can train as much as I want and I'm never going to break the world record for the five miles. It's partly genetics; I'm just not built for it. But if I worked really hard, I might be able to cut my time by half. Could I do the same thing with my mind and my well-being?
I don't use work from the past as a literal guide; rather, those artifacts reinforce a view that simple images can communicate with wide audiences over time. Icon design is like solving a puzzle, trying to marry an image and idea that, ideally, will be easy for people to understand and remember.
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 connected. Discipline and freedom are thus to be seen as elements of equal weight, each partaking of the other.
When it comes to working on identities, a lot of the time I find myself working with a company that has been around for a while. No matter what they say their goal is, the history and the impression that they have already made in the minds of the public is a real thing that you have to deal with.
I did an early version of my site where it was virtually impossible to get through it, just as a statement about the web. But after a few laughs and some angry e-mails, I realized it wasn't doing me much good. I think the web has become more about the final product, not what it takes to get to it.
Compared with now when almost everyone knows what graphic design is and has some sort of access to the tools to make it, back then, it was really esoteric, you had to quantify it as being 'like commercial art', as one still does in certain circles. It was a strange thing to want to do for a living.
Good design today requires more vision (a larger point of view versus the single brilliant idea), more consistency (a deeper underlying structure of language and form versus the simple, uniform application of visual elements) and more patience (persistence over time versus creative authoritarianism).
U.K. psychologist Daniel Nettle thinks of happiness as a carrot on a stick, designed by evolution to show the right way, and also designed so that we will never permanently reach it. We likely would just sit around and eat sweet and fatty foods all day, and that is simply not in the interest of evolution.
Graphic design is a visual language uniting harmony and balance, color and light, scale and tension, form and content. But it is also an idiomatic language, a language of cues and puns and symbols and allusions, of cultural references and perceptual inferences that challenge both the intellect and the eye.
My initial thoughts about what a title can do was to set mood and the prime underlying core of the film's story, to express the story in some metaphorical way. I saw the title as a way of conditioning the audience, so that when the film actually began, viewers would already have an emotional resonance with it.
I would show my jobs to my mother, and she would always say the same thing: "That's nice dear". And then she would say: "Did you write it or did you do the drawing?" or "Did you take the pictures?" I'd always answer "no", then I realized the problem. My answer was then, "I made this happen". It's called design.
The studies I've seen about readability and legibility tend to focus on a specific set of metrics: size, not just the point size, but things like the size of the lower case letters as a proportion of the overall letter height, and line length. People simply can't read really small type set in really long lines.
I want everything we do to be beautiful. I don't give a damn whether the client understands that that's worth anything, or that the client thinks it's worth anything, or whether it is worth anything. It's worth it to me. It's the way I want to live my life. I want to make beautiful things, even if nobody cares.
Graphic Design, which fulfills aesthetic needs, complies with the laws of form and exigencies of two-dimensional space; which speaks in semiotics, sans-serifs, and geometrics; which abstracts, transforms, translates, rotates, dilates, repeats, mirrors, groups, and regroups, is not good design if it is irrelevant.
It's like people you see sometimes, and you can't imagine what it would be like to be that person, whether it's somebody in a wheelchair or somebody who can't talk. Only, I know that I'm that person to other people, maybe to every single person in that whole auditorium. To me, though, I'm just me. An ordinary kid.
When I provided the disembodied arm as the logo for 'The Man With the Golden Arm,' it was the first time an advertising-publicity campaign was based on a single symbol. Until then film companies used a variety of symbols and photographs to cover all bets. The concept of using one logo was mine and Otto Preminger's.
I began as a graphic designer. As part of my work, I created film symbols for ad campaigns. I happened to be working on the symbols for Otto Preminger's 'Carmen Jones' and 'The Man With The Golden Arm' and at some point, Otto and I just looked at each other and said, 'Why not make it move?' It was as simple as that.