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Writing

Writing is Design

by Andy Polaine on March 3, 2009

in General

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“Verbalizing design is another act of design. I realised this while writing this book,” writes Kenya Hara in the preface to his book, Designing Design. But writing itself is an act of design, whatever the subject.

Over the years I have done quite a bit of writing and recently my PhD is the largest block of words I have ever tackled. I have learned more about design and the creative process through writing than I have through designing.

The Guardian has a piece today titled Writing for a living: a joy or a chore? in which nine authors give their views on writing. There is the usual mix of tortured writers and those that love it and go into a “special place” in their heads, but it’s a good insight into the process because they are all pretty honest. My own feelings about writing are probably closest to Ronan Bennett’s.

I enjoy writing. I like it because it is a slower process than designing on the computer. It takes longer to make something polished because you need to write, edit and re-write several times.

One of the problems with working in applications like Photoshop or Illustrator is that it is easy to produce something glossy, but empty, very quickly. The finished-looking nature of the roughs can be a real handicap to generating new ideas or developing further iterations of an initial one. For this the sketchbook is king.

Tomato’s John Warwacker once said to me that he used to like the days when computers were slow because you could think about what you were doing whilst the progress bar was chugging along. Nowadays, we multitask. A quick Twitter or e-mail whilst Adobe applications crash around and update themselves in the background.

Thinking time is important and the slow, sometimes tortuous, pace of writing is perfect for thinking whilst creating.

Word processors make it easy enough to endlessly tweak, but I prefer keeping things simple with Mellel or Writeroom. Following John Cleese’s advice, writing is one of the few times when I happily ignore everyone. Even Twitter. No, really.

Natalie Goldberg’s advice in Writing Down the Bones is “allow yourself to write junk”. If you don’t, you never get to the good stuff and it is the imperfection of the written first draft that has taught me the most about design. I am happy to write a rubbish opening few paragraphs because I know that I will eventually find what it is I want to say by the time I reach the end. Then I can go in and re-write it.

Teaching students has taught me the value of the rough draft too, for students often hold their first idea as sacrosanct. They want to immediately make it, polish it, without realising the first idea is just a stepping stone to the next one and knowing where to stop is the real trick.

I find that much harder with visual design (and I’m not really a graphic designer, but an interaction and experience designer, so I cheat with graphic design). The tools are too distracting, there are too many possibilities and glossy options. I think it is why I prefer working out the concepts and wireframes – the bare bones are almost completely about the experience not the gloss. I’m thinking of downgrading to the earliest version of Adobe apps that will run on my machine. Perhaps I’ll even install Sheepshaver and run Photoshop 1.0 (which I remember using) and PageMaker 1.0.

If you are a designer I can recommend writing as a way to hone your creative process. You can even write about other designers’ writing if you want.

I suspect other people who are sporty have similar stories. Yoga has taught me a lot about slow, steady practice too, as has playing music.

What has been your greatest creative influence outside of your design life?

[Random shout out: Someone called Leigh got in touch with me from my contact page about my PhD. There was a bug in the form that meant I didn't get the e-mail address. Leigh, can you mail me again - the form is fixed now or you can just use andy at this domain.]

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Interview and profile of Dan Saffer

by Andy Polaine on February 2, 2009

in General

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Core77 have just posted an interview and profile I wrote on Dan Saffer and hhis new book, Designing Gestural Interfaces. Dan talks about his vision for future devices and the way design agencies need to shift to a much more multi-disciplinary way of working if they are to survive.

I’ll just point you to “Talk to the Hand: Dan Saffer and Gestural Interfaces” on Core77 rather than spill more beans here.

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Jonathan Harris on the Creative Review Blog

by Andy Polaine on December 31, 2008

in General

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I seem to have been writing about Jonathan Harris rather a lot recently. Following the piece on Flash on the Beach I wrote in Creative Review in November, an interview I did with Harris has just been published on the Creative Review blog.

He had some interesting things to say about the nature of software and blogging in terms of human experience – surprising, perhaps, given his use of both of those technologies in We Feel Fine. We were discussing the nature of blogging and its lack of emotional context on the micro level and I felt that the snippets of blog posts in We Feel Fine reminded me of the beauty of found objects and notes that are usually removed from their context. Harris replied:

“The reason why that touches is you is because micro is beautifully done. A found object is powerful because you found it in the gutter. If you saw a digital representation of the picture with the text in 12pt Times New Roman it wouldn’t have the same nostalgia, it would be like a blog post.”

Whilst I was at my parents over Christmas, I dug through all my old photos and I know it was a very different feeling from browsing my Lightroom archive. I wonder what kind of experience it will be for my grandchildren, or whether I will have generated so much digital data that they won’t even bother.

It is an issue that really hasn’t been dealt with much, but is going to be a future headache and/or interaction and user experience challenge. It is an issue much like wondering what will happen to my online presences in the event of my death. For some reason I have been thinking about this quite a bit recently – I have some ideas for potential solutions, but they would need funding and security expertise that I don’t have, should anyone out there be interested in taking this further.

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Iron Man’s HUD and interaction design

by Andy Polaine on May 30, 2008

in General

The current issue of Desktop has a snippet from my interview with Dav Mrozek Rauch from The Orphanage talking about their work on the HUD for Iron Man. If you click on video and then “Run Before You Can Walk” in the widget above, you’ll get a reasonable taster of it.

One of my favourite parts of chatting to him was hearing about the interaction design issues that came up in terms of the relationship between the suit known as Jarvis – the computer that Downey Jr.’s character, Tony Stark, interacts with – and Stark. For example, what should come first when his eyes look in a particular direction? Is he looking at something and then the HUD responds, or does the HUD show him something and he looks at it?

“We would just get these plates of him in front of a green screen and say, ‘Okay, now he’s looking to the left, what should he be looking at on the HUD? Put something cool in.’ But no matter how cool the thing you put in it’s not going to look right or seem real unless you know what story it should be telling.”

“I asked John Favreau and he said, ‘He’s having a conversation with Jarvis, it depends on who’s asking the question’,” says Rauch.

“If Tony asks a question then Jarvis responds, if Tony is flying and he’s hit then Jarvis throws up some information and Tony looks at it. Once I started looking at the shots like that it became so obvious. What was really interesting for myself and the team is that we weren’t just making visual effects, we weren’t just doing design, we were filmmaking and we were making stories and doing it in a very collaborative way.”

It’s an interesting set of interaction issues to deal with and they’re only a tiny bit in the future. We’ve all seen disastrous versions of this with Microsoft’s Clippy, after all.

I also found the discussions they had about interface colours and design approaches insightful:

“Amber is kind of the 80s and cyan is the 90s, what’s the colour of the future going to look like? What’s the next iPhone or Motorola going to look like? We really had to pull out all the stops for the Mark II and then think about how to make things more simple for the Mark III, because that’s how design usually works. It’s starts out complex and then gets more simplified.”

In midst of the searching for the perfect user-experience I think we forget how influenced we are by fashions and also how fashions and Hollywood movies affect audiences’ and users’ mental schemas of interfaces – think Minority Report and multi-touch, for example.

In a few months I’ll be able to post the whole interview here – Dav also chatted about some of The Orphanage’s commercial animation work and their experiments with a kind of 2D/3D hybrid.

But for the moment go and buy a copy of Desktop!

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From the Archives: Interview with Daniel Brown

by Andy Polaine on May 21, 2008

in General

Daniel Brown – Flower Power

(In an earlier unpublished draft of this I so wanted to title it “Dan Brown – The Da Vinci Coder”, but good taste prevailed. Now I get the chance to share the awful pun with the world. I still prefer it to ‘Flower Power’ though. – AP)

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Some of the most successful people seem to thrive between the cracks of definition. The lack of a clear pigeonhole allows for interesting combinations of skills that pique the interest of those in overlapping disciplines. Daniel Brown, winner of the London Design Museum’s coveted Designer of the Year Award in 2004 is one such chameleon. He won the award for his web design when, by his own admission, he’s not really a web designer and would be considered more of an artist by many.

There is a mix of genetics and good fortune at play in Brown’s past. His father, Paul Brown, produced Europe’s first piece of computer animation for television way back in 1981. Like many of us that have ended up experimenting with interactive media, he had a home computer (a Commodore Vic 20 with 3k of memory) when he was very young. Early Hypermedia pioneer and family friend, Roy Stringer, invited Brown to experiment on his office’s Apple Macintosh in 1991 (it was worth $10,000 back then).

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From the archives: Dialogue with IKEA’s Monika Mulder

by Andy Polaine on February 4, 2008

in General

Continuing the From The Archives series, here is an interview I did a while ago with one of the IKEA designers, Monika Mulder. Monika was really interesting to chat to about the IKEA process and culture, especially as many of these items are in either my or friends’ houses. She also talked about design in terms of constraints of both price and packaging guiding design (IKEA try very hard not to “transport air”, for example), which are even more pertinent these days.

Dialogue with IKEA’s Monika Mulder

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Monika Mulder

From humble beginnings in Sweden, IKEA has grown to become part of the fabric of global culture. Pioneering flat-packed self-assembly furniture and bold design, they brought style to the people at prices they could afford. As a designer for IKEA, Dutch-born Monika Mulder works on everything from children’s toys to furniture. She is graudate from the Eindhoven Design Academy and after an internship in 1996 was asked to join IKEA in 1998. Here, she speaks about the philosophy behind IKEA, designing within constraints and the cost of transporting air.

(Interview continues after the jump)…

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From the Archives: Jonathan Harris – Man of the Hour

by Andy Polaine on January 10, 2008

in Uncategorized

I have been promising that I would like to upload all of the articles I have written over the years so that they might be of use for people rather than them languishing on my hard drive, but I’ve been a bit slack at actually doing so because converting them to decent HTML and fixing it all up takes a bit of time.

But Regine’s post on Visualizing: tracing an aesthetics of data inspired me to find the article on Jonathan Harris that I wrote a while back in 2004.

So, the plan from here on in is to upload one article from the archives per week (which would mean about two year’s worth of posts!).

Man of the Hour – Jonathan Harris

If recent world events have taught us anything about the media it must surely be that it is relentless organism. We have seen live videophone feeds from the frontline in Iraq, the explosion of blogging and RSS (Really Simple Syndication) news feeds and recently mobile phone camera images on the front pages of newspapers. Use any RSS news reader and you will see stories being updated 24 hours a day, seven days a week. With all this information flying around the Web, how can we make sense of it all and what would an hourly snapshot look like? That is exactly the question Jonathan Harris set out to answer with his 10×10 project. In an ironic twist the site held the number one slot on Blogdex for several days as news of its representation of news spread around the Web.

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More playful goodies from Jamie Wieck

by Andy Polaine on September 5, 2007

in Uncategorized

Don\'t Play With Your Food

I have just been taking a deeper look at the work of Jamie Wieck, who did the Don’t Play With Your Food plates in the previous post.

Not only is his body of work along a similar witty, clever and playful vein – of which there really isn’t enough in design, in my opinion – but his folio frames each idea with a simple question. For example, “Can the Queen be put to better use?” with regards to postcards and stamps (see above), or “How can a business card remain on a client’s desk long after receiving it?” and “Can something quintessentially English still be international?“.

It’s a great way to really focus on a creative solution to a problem and akin to the “sum up your story in a single line” approach in writing or coming up with a movie tagline (“In space, no one can hear you scream”) that sums the whole thing up.

The moral is, if you can’t do it in a single question or sentence, then you probably aren’t clear about what you’re doing.

All images stolen from Jamie Wieck.

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Service Design with Live|Work

by Andy Polaine on July 22, 2007

in Uncategorized

Live|Work at… er.. work.

In another interview I’m re-publishing online, I talk with Ben Reason from service design agency, Live|Work. He explains exactly what service design is, its roots in product and interactive design and the difference between service designers and consultants, as well as the important role it has to play in a sustainable future.

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A new set of design principles

by Andy Polaine on April 18, 2007

in General

Stefan Sagmeister’s designs for a touring protest about US spending

The latest issue of Desktop is out with an article by me called A New Set of Design Principles. It’s based on interviews with Stefan Sagmeister and [Milton Glaser](http://www.miltonglaser.com] that examine the role of graphic design (and design in general) in dealing with ethics, sustainability and the general cultural shift that is happening (or needs to happen). Like it or not, designers are intimately bound up with a culture of seduction and consumption and we all need to think about how that can work positively rather than just selling toys to children made by children.

The Desktop version online is the short version. You’ll have to buy the mag for the full one or wait a few months until I can put it up here.

(Image: Stefan Sagmeister – Designs for True Majority who are trying to cut 15% of the Pentagon budget and move that money over to education.)

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