If I had been president, I would have come out and declared: "Nothing there, ever! This place stays as it is. We make a big place there where people can pray about the errors we have made that those two towers had to fall."

My real desire is to see people live in the modus of our time, to participate in the contemporary world, to release themselves from nostalgia, antiquated traditions, old rituals, meaningless kitsch and meaningless paradigms.

Well, I never studied design and I went to art school to study art, you know, sculpture and things like that, and ended up making things like sculpture and started making chairs and jewelry together and that's how I started.

From earliest times, humans - explorers and thinkers - have wanted to figure out the shape of their world. Forever, the way we've done that is through storytelling. It is difficult to let the truth get in the way of a good story.

Our whole economy is based on planned obsolescence...we make good products, we induce people to buy them, and then the next year we deliberately introduce something that will make these products old-fashioned, out of date, obsolete.

Only he who has a different visual opening can see the world in another way and can pass on to his neighbour the information required to broaden his field of view...let us get used to looking at the world through the eyes of others.

Modernism, rebelling against the ornament of the 19th century, limited the vocabulary of the designer. Modernism emphasized straight lines, eliminating the expressive S curve. This made it harder to communicate emotions through design.

A Porsche will always look like a Porsche. My grandfather took these shapes from nature, so the head lamps of the 911 maybe look a little like the eyes of a frog, but it comes from nature, and the best shapes are from nature, so why change?

Whether it's the experiments on 'MythBusters' or my earlier work in special effects for movies, I've regularly had to do things that were never done before, from designing complex motion-control rigs to figuring out how to animate chocolate.

A product is bought to be used. It has to satisfy certain criteria, not only functional, but also psychological and aesthetic. Good design emphasizes the usefulness of a product whilst disregarding anything that could possibly detract from it.

I was 3 years old, and we had a very rich neighbor in Berlin who drove a Mercedes sports car. I remember standing behind this car, admiring the trunk, how nicely shaped it was, for an hour. That shape has never left me - I could design it today!

That aesthetic of the Star Wars universe: the do-it-yourself, hotrod ethic that George Lucas exported from his childhood, is exactly the same kind of soul behind what we do and build for the show. It may not look pretty, but it gets the job done.

The idea of an ordered and elegant universe is a lovely one. One worth clinging to. But you don't need religion to appreciate the ordered existence. It's not just an idea, it's reality. We're discovering the hidden orders of the universe every day.

Good design is innovative Gives a product utility Is aesthetic Makes a product easy to understand Is unobtrusive Is honest Is long-lived Is consistent down to the smallest detail Protects the environment Good design is as little design as possible.

I think at this point, there's a certain bizarre chemistry between Jamie [Hyneman] and I that we can't ignore a lot of the mechanics of, that we're quite aware of. Half of it is absolutely genuine, and half of it is us playing around with that fact.

If you want to be creative, don't try to do something new. Doing something new means NOT doing what's been done before, and that's a negative impulse. Negative impulses are frustrating. They're the opposite of creativity, and they never yield good ideas.

I go home at the end of the day and I rarely talk about what I did that day. So my wife's experience is just like that of anybody else whose husband goes away to a blue collar job and comes home bruised and dirty and often proud of the work that they're doing.

Today every city, town, or village is affected by it. We have entered the Neon Civilization and become a plastic world.. It goes deeper than its visual manifestations, it affects moral matters; we are engaged, as astrophysicists would say, on a decaying orbit.

The cost of a model is more than compensated for by future savings. It not only presents an accurate picture of the product for the executives, but it also gives the tool-makers and production men an opportunity to criticize and to present manufacturing problems.

Technology is usually there to let some process go on hidden in the background. For us on 'MythBusters,' we're always trying to make the process apparent. So, we have learned to try and never rely on a technological solution when an analogue one is in front of us.

I don't like to design single objects. I like my pieces to have a relationship to each other. They can be mother and child, like the Schmoo salt and pepper shakers, or brother and sister like the Birdie salt and peppers, or cousins, like most of my dinnerware sets.

Back when I was a professional model-maker at Industrial Light & Magic, my specialty was hard-edged construction - spaceships, miniature sets, and architectural stuff. These objects were sometimes just 12 inches across yet needed enough detail to fill a movie screen.

I think the whole thing that Jamie [Hyneman] and I have in working together is that we are constantly simplifying each other's designs, and we both appreciate that the quickest and the dirtiest solution is usually the most elegant, the least expensive, and the fastest.

I find it's too much for me to read endless critiques, even if we're being well-defended, of exactly what we're doing. When someone tells us something we're doing wrong on the boards, we try to respond, we try to be responsive to the fan boards, but yeah, I can't read them.

Increasingly, corporations will look to advertising agencies for direction. Without an understanding of brand creation, messaging, and strategy, today's designers are destined to become the haidressers of tomorrow's creative environments-great for styling but light on strategy.

I'm not a sculptor; I'm a hard-edged model maker. You give me a drawing, you give me a prop to replicate, you give me a crane, scaffolding, parts from 'Star Wars' - especially parts from 'Star Wars' - I can do this stuff all day long. It's exactly how I made my living for 15 years.

The fact is that the British Museum had a complete specimen of a dodo in their collection up until the 18th century - it was actually mummified, skin and all - but in a fit of space-saving zeal, they actually cut off the head and they cut off the feet and they burned the rest in a bonfire.

Prayer doesn't work because someone out there is listening, it works because someone in here is listening. I've paid attention. I've pictured what I want to happen in my life. I've meditated extensively on my family, my future, my past actions and what did and didn't work for me about them.

It took two years of me telling Canon engineers that a camera is a thing between the human hand and the human eye, so it had to have ergonomics on both sides! They got the message, and we did it, and overnight it was the camera of the world. Everyone - Nikon, Yashica, Sony - all copied Colani.

My early colleagues and myself helped create the life styles of Americans and, by osmosis, of the rest of the world. I found it difficult to reconcile success with humility. I tried it first, but it meant avoiding the very essence of my career - total exhilaration and the ecstasy of creativity.

1973 was the first gasoline crisis in the world. That year, I designed the first aerodynamic truck, eating 40 percent less fuel. I put it on exhibit everywhere. It was 30 years ahead of its time. Nobody is building it today, and everybody still has problems with their boxy cars and trucks eating up fuel.

I have to confess that I'm in a constant state of evolution in terms of the way I feel about it. When I was doing early pieces, I wasn't exactly in love with the idea of building the stuff. I could do it because I had the skills, but I really did it because I couldn't find anyone else to build it for me.

Mostly I make lists for projects. This can be daunting. Breaking something big into its constituent parts will help you organize your thoughts, but it can also force you to confront the depth of your ignorance and the hugeness of the task. That's OK. The project may be the lion, but the list is your whip.

I had saved a few hundred photos of dodo skeletons into my 'Creative Projects' folder - it's a repository for my brain, everything that I could possibly be interested in. Any time I have an Internet connection, there's a sluice of stuff moving into there, everything from beautiful rings to cockpit photos.

In every phase of the automotive industry, certain factors have been more important than all others in relation to the way the automobile has looked. Phase One is really the Ford story. Function and production were the most important considerations. The automobile was an invention, and it looked like one.

If the point of contact between the product and people becomes a point of friction, then the designer has failed. If, on the other hand, people are made safer, more comfortable, more desirous of purchase, more efficient — or just plain happier — by contact with the product, then the designer has succeeded.

The pleasure of making things beautiful or useful involves your feelings as well as your thinking. When your original sketch evolves into a tangible, three-dimensional object, your heart is anxiously following the process of your work. And the love involved in making it is conveyed to those for whom you made it.

Studing jewelry gives you an incredible technical background. If you can work on very, very small things, then, I think, typically you find it easier to go bigger rather than the other way around. I think a lot of architects have struggled with small things. Whereas if you start small, it's easier to get bigger.

Audiences of critical thinkers are my favorite kinds of audiences. There are jokes I tell in the show that don't get laughs unless I am in front of an audience of critical thinkers. Put me in front of a crowd of science teachers or astronauts! The guileless aren't our audience - it's the critical thinkers we love.

In theory, cars are fairly simple. If they don't start, it's either the fuel system or the electrical system. Teach yourself about the path of each in your engine and tracing it is fairly straightforward. But at the beginning, mastering each new system seems like an unreachable shore. The car is effectively a black box.

When drawing the sun, try to have on hand colored paper, chalk, felt-tip markers, crayons, pencils, ball point pens. You can draw a sun with any one of them. Also remember that sunset and dawn are the back and front of the same phenomenon: when we are looking at the sunset, the people over there are looking at the dawn.

Growing up in New York, I was sort of shocked when I realized that my children are Californians. They are 14 years old, and I explain to them frequently that they will never realize the glory of a snow day. You wake up and the world says, 'Oops, it's too much fun to go to school, you've got to stay home and deal with the snow!'

As a boy I had liked both drawing and physics, and I always abhorred the role of being a spectator. In 1908, when I was 15, I designed, built and flew a toy model airplane which won the then-famous James Gordon Bennett Cup. By 16 I had discovered that design could be fun and profitable, and this lesson has never been lost on me.

The public may admire a corporation for its impressive size. Who in the United States doesn't? But when a business, however gigantic, gets smug enough to believe that it is sufficient only to match competition on trivial points instead of leading competition in valid matters, that business is becoming vulnerable to public disfavor.

I'm always going to be making costumes. It's one of the ways I relax my brain. In addition to the pleasure of having the piece, there is a deep and abiding pleasure for me assembling something in my head - learning to know something in its totality in my head, and then putting together all the constituent parts into a cohesive whole.

I'm a lifelong movie addict, and one of my favorite projects is making replica props and costumes. Nearly every one of these - from R2D2 to Hellboy's revolver - ends with the paint job. And it's not just cosmetic. The paint literally tells a story: what this thing is made of, where it's been, what it's been used for, and for how long.

In the summer of 2002, we had spent six weeks shooting the three pilots of Mythbusters, and Jamie[Hyneman] called me up afterward - well, first he called me up to tell me to clear my crap back out of his shop - and he said, "Well, that was kind of fun, wasn't it? I mean, I don't see where this could go, because we pretty much did everything. But it was fun."

It isn't easy for me to have contact with the industry, because it is so outdated. Look at General Motors, look at -Mercedes, look at Chrysler, look at Porsche, look at BMW . . . They are all building cars from yesterday! Nobody has an idea how the car of tomorrow should look. I've built them already. I have the prototypes in my exhibition, but they won't do it.

I felt like I had kind of played it out, and I wanted to see what was next, and then came Mythbusters. You know, it's the best job I've ever had, on its worst day it's better than anything else, but it's a huge amount of responsibility, and there are days when just going into work and building something from someone else's drawing sounds like going back to heaven.

Good design is innovative 2. Good design makes a product useful 3. Good design is aesthetic 4. Good design makes a product understandable 5. Good design is unobtrusive 6. Good design is honest 7. Good design is long-lasting 8. Good design is thorough, down to the last detail 9. Good design is environmentally friendly 10. Good design is as little design as possible

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