I remember someone once said there is a practical aspect to my designs, and I remember thinking, 'That doesn't sound so creative,' but that is actually the truth. There is a practicality to it. I don't design just to design. There is a reason and, hopefully, an interesting reason behind it - that is where my creativity comes in.

Cost overruns are not uncommon in architecture, particularly for designs that depart from structural or technological norms, or demand a finer quality of execution than commercial schemes - conditions typical of buildings for cultural institutions. Budgets are exceeded for many reasons, not all of them within an architect's control.

The theme of counterfeits, of those that produce and sell them, has always been part of the culture of M.I.A. When I was contacted by Versace, it seemed a great idea to invert the circle. Versace's designs have always been copied; now it's Versace that copies the copies, so those that copy must copy the copies. So this will continue.

Most Americans have no memory of the designs Franklin Roosevelt's New Dealers had for postwar-American foreign policy. Human rights, self-determination and an end to European colonization in the developing world, nuclear disarmament, international law, the World Court, the United Nations - these were all ideas of the progressive left.

Human beings either function as individuals or as members of a pack. There's a switch inside us, deep in our spirit, that you can turn one way or the other. It's almost always the case that our worst behaviour comes out when we're switched to the mob setting. The problem with a lot of software designs is that they switch us to that setting.

I think we kind of changed how people did humans in CG animation after. If you look at films before 'Incredibles,' they tended to be photorealistic in a clunky and ugly way, with pores in their skin and too many eyelashes. It's kind of disturbing. And since, the designs have gotten a lot more playful in a lot of people's films, not just ours.

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