Graphic Design Process
- pre-design
- design
- development
- implementation
Process drives outcome
But process doesn't generate creative solutions
Need to supplement the process with things
- strategies, tools, habits, paradigms
Strategies
- Believe in your creative powers: don't doubt yourself during a project; you've been hired, so you can do the work
- Oblique Strategy Cards: get over the hump when you're stuck
- Don't pursue "eureka"
- Overvalue the conceptual
- a good concept poorly executed is better than a bad concept well executed
* question: how do you sell people on simple concepts, e.g. logos? answer: remind them what a logo is, that it needs to be iconic, simple enough to draw in the sand, show examples of good logos - Blitz: do the whole project in a short amount of time (e.g. 3 hours)
- Plunder art history
- think, why did they do this and how can I use it?
Tools
In general:
- designer as editor, you're not making anything from scratch
- save designs you don't use for later
- create & evaluate in turn, don't try to critique in the midst
- Autogenerative software systems
- good for getting layout ideas
- grid systems - Standard Software
- use stuff you don't know & stuff you do in unusual ways
e.g. turn on & off your layers in Photoshop
Habits
- Have a design playground
- experiment in the medium you want to improve
- fail semi-publicly - Be less derivative (i.e. organic, not man-made)
- OR - - Be hyper-derivative
Paradigm
5 layers of design context:
- general aesthetics
- media constraints
- audience needs ←#1!
- client needs
- ethical considerations (often neglected, but shouldn't be)
Do whatever it takes to design your best.