Sunday, 28 September 2014

Urgh

So this weekend was supposed to be when I got loads of stuff done on my book. I have literally spent most of the 2 days playing with font, colour and shapes on my title page and nothing else!

So frustrating! I wanted to be so far through and I can't make any decisions. I think because its my last graphic design fun thing for University and I want to make it really cool. I have ideas for colour schemes and shapes etc, but I feel like all the stuff I want to use should be on the front cover because I want it to all tie in when I mix them up in the book.

I guess this is the first time I can do what I want in terms of colour /pattern and font and it's harder to make decisions without a reason. I like that for this I can design something that is completely different, but its taking sooo much time to decide and I really want to get moving.

So heres some of my issues through screenshots etc....I feel like 5 colours is generally too many, if I have 3 colours and then the black and white stripes that would be good, but then if I add 2 more colours I get more variety throughout the book....

I guess the mixture of colours and ideas work in that this book is about not knowing what to do we do, so me not knowing what to design is kind of ironic.

Anyway, I need a break my eyes are going all funny...














Soooo I have decided to try and design some of the other pages instead to take my focus away, but so this is the first page currently, but I dont love this either. So urgh.


Thursday, 25 September 2014

Questions

The more I try and solidify what my manifesto is really about, the more ideas I seem to be creating!

Currently I am asking as many CCDN graduates, or tutors or teachers their viewpoint to try and illustrate my points.

My question revolves around a random person asking them what they do, and if they say a designer, or I study design, or whatever, and the random person follows up with "cool what kind of Design" and then they get into the point of explaining what CCDN is and this is when the random then asks what they think they will do with that, or what they will get into....

the answers have been interesting.

One being that to avoid having to get into a big dicussion where tey try to explain CCDN, they instead use their more well known minor, and say "Im an industrial designer"

One being the classic, (which I am so used to hearing) "I dont know"

and one being " Im a designer". "If someone was going to try and give me a label I would leave it there, if they pushed for more I would say Graphic and Publication design".

So a theme is quickly developing among culture and context graduates and teachers that avoiding ccdn is easier than trying to explain it to someone who doesnt know much about design. People like to put other people in boxes and once they can define it, they are happy to move on, however defining CCDN is hard. It's an ambiguous degree for a reason.

Anyway, I will continue with my researcing and also with my trying to define exactly what I am trying to say. I keep coming back to the beginning which was , that we didnt really know what CCDN is going in (other than the more theory based design course of the three) and we don't really know what it is coming out. But we do, it's just hard to explain.

Trying to write my book/guide will hopefully solidify things. Man I m going to have a busy weekend!

Tuesday, 23 September 2014

Precedents

A selection of design precedents I found on Pinterest. I need to look more on the whole web to see if anything else useful comes up:)


Monday, 22 September 2014

Progress

So I have written my first draft manifesto, It is definitely a draft. I kept chopping and changing with what I want to say and where I am going, however it feels good to get something concrete on the page to work from. I am meeting with my tutor tomorrow after lecture to discuss where I am at and hopefully from there I will be on my way! I can't wait to get onto indesign and start designing my book! FUN!

 36 more days of this degree for me! Crazy!





Friday, 19 September 2014

FInalising

So I need to get all my ideas sorted. Hopefully on Sunday I'll be able to get my ideas clear. I have been working really hard today to get through all the research so I can relax this weekend as it is my dads 60th and we have a weekend of festivities.

Unfortunately I didn't get as far as I expected, but given I need to do some work on my other paper also, looks like I will have to make time on Sunday. Then I'll have Monday after work to finalise things and Tuesday between classes.

Ekkkpp! Busy busy! Only a few more weeks and I'm done though! 

Research continued...


Im just going to paste everything here from my working document....

An incomplete manifesto for growth - BRUCE MAU

“process is more important than outcome”

Collaborate.
The space between people working together is
filled with conflict, friction, strife, exhilaration, delight, and vast creative
potential.

I think collaborating will be something everyone needs to be comfortable with, we all hate group projects, but life is somewhat like that at work. There will always be people you should be asking opinions of and working with to get the best outcome. Also if you start your own business,  

Maybe a good rule for the transition between design and career? Maybe that’s the area I want to focus on. I could have like 20 points.

1.
Laugh.
People visiting the studio often comment on how much we
laugh. Since I’ve become aware of this, I use it as a barometer of how
comfortably we are expressing ourselves
I also really like this one. We need to laugh in order to stay happy and relaxed and to let our creative juices flow well.

3.
Power to the people.
Play can only happen when people
feel they have control over their lives. We can’t be free agents if we’re
not free

This one also works.Bruce Mau’s incomplete manifesto is a good references


Note: I definitely want to have a point in their about how impossible it is to escape the reinforcement of consumerism, however we still need to keep it in mind.

A sustainability point also should be mentioned.

Critical Design
Sustainability
History
The Everyday
Consumption/Consumerism
Efficiency will always get in the way.





Relevance in a complex world: ICOGRADA design education manifesto:

This manifesto is very close to the area I want to critique I think. Perhaps I am interested in just how prepared we all are for the real world after having completed a degree?

Anyway, Although specific to graphic design I like this idea:
My greatest concern for the future of graphic design education is the ever-widening gap between what is taught in college and university programmes and the global context in which it is practised. This is not to say that there are no design programmes that demonstrate foresight by addressing the shifting landscape of design practice, only that the vast majority of design curricula promote a 20th century vision of the field that is increasingly irrelevant for contemporary issues and scholarship demands.



“Now what?”

Our design education vs global design practise.

What are you going to do with that?
I don’t know. An answer we all know well. It is ok not to know, Design in practise is a MASSIVE topic, and many of us do not know what area we will end up in. Getting a job is step one. Realising we miss university and that all of our assignments were actually 100% more interesting than we thought they were is step 2. Trying to find an outlet or job that can bring home the bacon, and fulfil our creative urges is step 3. It is ok not to know what you are going to do. It is a journey. You don’t know what you are not going to enjoy until you try it. Try and try again.


Maybe this manifesto can be a 3 part thing…the first say a first point is a main point hammered home by Victoria design school curriculum (for me anyway)

School rules
What we have learnt rules
What are we going to do what those rules


The kind of designers we would like to be vs the kind we are likely to become once we enter the real world and realise we can’t get jobs.


Learn three years of design school In Three minutes?






School is not school.org is interesting, although it is not a manifesto, it is an interesting viewpoint:

it’s where we learn to live a life of selfless service on behalf of the community; it’s where we find the path to virtue, subordinating innate self-interest as individuals to the interests of the community, the good of the whole. And where, on graduation day, the highest possible title in a free society is conferred upon us: citizen.

The self guided education manifesto, also is not specific to design, but has some really amazing points applicable that resonate with me:


“Showing up is just the beginning”
“Theory is not optional”
“Connections are everything”

The UnCollege Manifesto:


Interesting view on all the things we learn at uni and how to unlearn them.

to be told how we would be good designers if we go into this world and focus on social/sustainable/Critical design where we are helping humankind and the world to come up with ideas to help us survive for longer.

Interesting quotes from this:

“Study without desire spoils the memory, and it retains nothing that it takes in.”
- Leonardo da Vinci


I never let school interfere with my education – mark twain

“College isn’t the place to go for ideas” – Helen keller

this is interesting:
If college is the new high school, a Bachelor’s degree is the new high school diploma. A piece of paper is not the end-all, be-all in life! As more and more people go to college and the market becomes degree-saturated, the college
degree loses value.

Not necessarily exactly what I mean – but a point I wanted to get across was that once we leave school and apply for jobs, all that employers are going to want is a degree in a design related discipline (for design jobs which I assume we all want) and then they will train you up exactly how they want you. Send you on courses, show you programmes. A new kind of schooling. You may use some of the skills you learnt at university, but the most important skill is we learnt at university is critical thinking.


“Education is what remains after one has
forgotten everything he learned in school.”
- Albert Einstein
Similar idea here. It actually doesn’t matter what our degrees are in. What a degrees tells employers is that you can stick to something and complete tasks as required and have enough self-efficacy and motivation to succeed.

 A manifesto for creative professionals is actually really perfect for me as it discusses clients and life outside of university in the real world:

We are amplifiers. Clients need to bring their skilled craft to the table for any project to succeed.
We work on trust. Clients pay us because they trust in what we do and the skills we possess.
We'd rather be challenged with innovation than model any project after one that already exists.
Every project must be useful and good for the world.
We work for our client's clients, so we sometimes side with them.
We only work on projects where we believe our clients can succeed. Their success is our mission.
We don't work with committees or teams; we work with leaders and decision makers. Art and creativity goes to committees to die horribly.
We go all-in on every project. Our clients must as well.

I particularly like “Every project must be useful and good for the world”. I do not think this is something that can feasible be completed every project – for example if you go back to your client and with a 100% sustainable design which costs too much because your passion with designing for change is to always do sustainable design, then it is likely the client will say, sorry we can’t afford that and ask for something cheaper. Efficiency and money will always be chasing your tail..









The 1000 word manifesto:

Context Before Absolutely Everything
Understanding that all design happens within a context is the first (and arguably the only) stop to make on your way to becoming a good designer. You can be a bad designer after that, of course, but you don't stand a chance of being a good one if you don't first consider context. It's everything: In graphics, communication, interaction, architecture, product, service, you name it—if it doesn't take context into account, it's crap. And you already promised not to make any more of that.


“Institutions that stress sustainability, social responsibility, cultural adaptation, ethnography, and systems thinking are leading the way.”

EVERY DESIGNER WILL AUTOMATICALLY JUDGE THE TYPEFACE YOU HAVE CHOSEN.


The Awesomeness Manifesto:

Let’s face it. “Innovation” feels like a relic of the industrial era. And it just might be the case that instead of chasing innovation, we should be innovating innovation.

A better concept, one built for a radically interdependent 21st century, is awesomeness. Here are the four pillars of awesomeness:

Ethical production. Innovation turns a blind eye to ethics — or, worse, actively denies ethics. That’s a natural result of putting entrepreneurship above all. Buy low, sell high, create value. That’s so 20th century. Awesome stuff is produced ethically — in fact, without an ethical component, awesomeness isn’t possible. Starbucks is shifting to Fair Trade coffee beans, for example. Why? Starbucks isn’t just trying to innovate yet another flavour of sugar-water: it’s trying to gain awesomeness.

Insanely great stuff. What is innovative often fails to delight, inspire, and enlighten — because, as we’ve discussed, innovation is less concerned with raw creativity. Awesomeness puts creativity front and center. Awesome stuff evokes an emotive reaction because it’s fundamentally new, unexpected, and 1000x better. Just ask Steve Jobs. The iPhone and iPod were pooh-poohed by analysts, who questioned how innovative they really were — but the Steve has turned multiple industries upside down through the power of awesomeness.

Love. You know what’s funny about walking into an Apple Store? The people working there care. They don’t just “work at the Apple store” — they love Apple. Contrast that with the alienating, soul-crushing experience of trying to buy something at Best Buy — where salespeople attack you out of greed. (Or, as editor extraordinaire Sarah Green put it, “where you wander around for a full half-hour unable to find anyone to help you before you finally get the attention of some blue-shirted 12-year old who turns out to know nothing about the products she sells and ultimately end up committing hara-kiri with a Wii controller”). Their goal is to sell; the goal of Apple Store employees is simply to show off their awesomeness, and let you share it. Love for what we do is the basis of all real value creation.

Thick value. It’s the most hackneyed phrase in the corporate lexicon: adding value. Let’s face it: most value is an illusion. Nokia, Motorola, and Sony tried for a decade to “add value” to their phones — yet not a single feature did. Food producers and pharmaceutical companies claim they’re “adding value,” but mostly they’re just mega-marketing.


Internet Manifsto:

3. The Internet is our society is the Internet.

Web-based platforms like social networks, Wikipedia or YouTube have become a part of everyday life for the majority of people in the western world. They are as accessible as the telephone or television. If media companies want to continue to exist, they must understand the lifeworld of today’s users and embrace their forms of communication. This includes basic forms of social communication: listening and responding, also known as dialog.


The social role of the graphic designer:

Interesting as it talks about collaboration again.

In the process of communication, the graphic designer and the client together constitute the transmitter. The message will be the result of their collaboration. Who chooses whom? By nature, the client needs the graphic designer only occasionally, whether the arrangement is repetitive or continuous.
Unlike the graphic designer, who looks for a kind of communication that is in relation to the nature of the message and of the presumed receiver, the client’s concerns and existence are elsewhere, outside of the communication process. The client looks for what would appear to be a solution (a graphic product) to his problems, in a competitive context. It is for this reason that the client tends to consider communication as strictly instrumental, and the graphic designer as a neutral transmitter of his message. The instrumental conception of visual communication is often the one adopted by clients who themselves have a very narrow view of their own role as transmitter.
But can neutral aesthetics exist? Can the message of the client always be unequivocal, never ambiguous? The truth between the client and the graphic designer will always be a complex and subjective truth. Otherwise, this collaboration has no reason to exist and can be advantageously replaced by a mechanical act.
It is through the contact established at the outset of the collaboration with the designer that the client can be brought to widen his perspective and transform his desire in order to obtain, among other things, that result. It is this contact that can make him conscious of his cultural role and his power of decision over the time frame of the communication.
The designer would like to choose a client for his apparent social role. The client — whose pragmatism about cost influences his demands — chooses the designer because of his know-how in relation to the economics of production. The depth of the relationship depends to a considerable extent on the nature of the consideration the client has for the know-how of graphic design. While many small-scale clients in the social, cultural, political, and even economic fields have high expectations of graphic designers, many others with considerable social influence are unaware of graphic design or have a very simplistic conception of it.
It will be absolutely essential, in the years ahead, to make graphic design known in its complete technical, intellectual, and artistic dimension. Then, graphic designers will be in a position to identify and respond consciously to requests that generate social acts that they can support in their role as co-authors.
This notion of co-authorship seems essential to me, from an ethical point of view. The necessary co-operation between client and graphic designer will lead the client to share the aesthetic position (not devoid of ideology) of the designer, and it will lead the designer to accept the validity of the ideological position of his client. It is this particular balance between co-authors that allows the production to be oriented toward a cultural act, which. by definition, is always risky.
If this important notion does not operate in the client-graphic designer relationship, then it becomes a service relationship only. And under these conditions, professional responsibility becomes a delusion


This design manifesto is similar to where I am headed – it has looked at designers at school and does refer a little to after school


I’m going to paste the complete thing her cause it has a lot of good stuff.

A Design Education Manifesto

School is hard. Design school is especially hard because so much of it exists within the abstract, the opinion. There are few, if any, absolutes as you go through design school. Much of design education is about learning some key techniques and then trying to apply them to your work in interesting ways. The following are some thoughts I have about how to go through a design program and get the most out of the experience, and beyond as a creative professional.

Always take risks. It is easy to learn and then repeat exactly what you have learned. However, you will not grow that way. I can see value in the regurgitation of knowledge if you are a lawyer, but I have a hard time with it as a design student or a creative professional. You should be pushing yourself and you should be taking risks, especially in school. Big risks. Trying what may not work. Asking questions that may not have answers. Seeing if what you throw against the wall sticks. In my experience, taking risks in school has always paid off big time.

Be aggressive. There are many opportunities available while in design school. For example: collaborative projects, extracurricular activities, and freelance work. These opportunities will not always come to you, you must go get them. Every school has a publications department that designs and produces internal and external collateral. There is no reason that you should not be the person designing these projects. Make contacts and ask for work. If you are talented and a little lucky, you will get it.
Be aggressive in terms of your academics as well. There are two kinds of design professors at school: pushers and pullers. Some professors will push their knowledge on you. Others will make you pull what you need from them. Ask questions of both. Challenge their statements. Ask for precedents. Beyond the curriculum of the class, ask your favorite faculty who they know that needs an intern (because they do know people, I assure you). Ask faculty if they need any assistance with their own work. Find out which exhibits they enjoyed at local museums. It is very important that as a design student you do not sit back and let things happen to you. Be aggressive and create your own luck and opportunities.

Break the rules. I lecture to my students that they should “fuck the rules” as long as they have a good reason. I have consistently found that the students who are conservative, stay inside the lines and try to appeal to the teacher, are the students who do the most predictable work. Not bad work, just predictable. Defying the rules forces you to stray from the path of least resistance and ultimately make work that is more interesting, more meaningful and more fun to create.
But, that does not mean just be a contrarian for its own sake. It does not mean ignore any and all guidelines. It means take the requirements into consideration and break past them with good reasons and solid ideas. Breaking the rules just to be different is foolish, breaking the rules because you have a much better idea is smart.



Look at everything. Dismiss nothing. Each designer is born from a unique experience. Classmates in the same program will have different educations depending on which teachers they have, what field trips they take, and what books they pick up. As a designer you need to always be looking at the world around you. You need to see everything—the kind of detailed seeing taught in freshman drawing classes—not just looking, but really seeing. You need to be an observer as well as a maker. You should rid yourself of any preconceptions of what is and is not worthy of your attention. Everything has potential to be interesting and influential. Not everything will be, but the more you see the better your chances are at seeing something that will be useful to you.

Be obsessive. The saying goes that “necessity is the mother of invention.” I concur, but I think for designers the saying should be obsession is the mother of invention. Obsession is what drives you to explore and find out as much as possible about something that interests you. I do not mean that being clinically obsessive/compulsive is something to aspire to—I have been told that is neither fun or interesting—but I do mean you need to be intensely immersed and engaged in what you are doing. This obsession can move you past understanding and awareness into a translative process where you will start to make things. We are usually taught that obsession is unhealthy, and in some cases that is true. When it comes to how a designer looks at the world, obsession can provide an incredible explosion of ideas as you become so engrossed in something you start to reinvent it inside your head. Obsession can often help you to move through the threshold between thinking and making. You should never hold back your excitement about something that interests you, and by the same token, you should not hesitate to be obsessive about many things since you never know where your interests will lead.

Be uncomfortable. Comfort is tremendously overrated, especially as a designer. You know you can skew some type, add some color, toss in an image and make a decent piece of design. Maybe it’s not great, but it’s good enough. It is easy to get into the habit of making the kind of work you are comfortable making. Truly great, interesting, inspiring design comes not from comfort but from discomfort. It comes from the fear that what you are doing might really suck, but it also might just be brilliant. Discomfort makes you reexamine what you think you know and how you think things should work. Being uncomfortable helps you make decisions from the gut, it makes you push harder and take more risks. Grabbing that fear, holding onto that uncomfortable, scary place lets you push past expectations and into the unknown—into a process of discovery as opposed to regurgitation.

Be opinionated. You should have opinions about design and the world around you. Preferably, you should have strong opinions. Ideally, you should have strong and informed opinions. Every great designer I have ever met has an active stance on design, they do not passively allow work to wash over them. They have opinions about what they see. Having opinions means engaging in some kind of internal analysis of the work you see and formulating a response to it. As an educator I do this constantly in the classroom, and I try to do it constantly in the professional world as well. Opinions about design force you to pick a side, and define what kind of designer you are.
There are plenty of designers out there who punch a clock in the morning, mindlessly flow some text into InDesign all day, and then leave at five and don’t think about design until the next morning. There are designers who casually ignore art and design while they look for the next reality show on TV. Then there are the other designers who make more design in their spare time. Their idea of a good time is to look at typography or experiment with painting or photography. These are designers who are fully immersed in working visually, designers who are actively engaged in becoming better at what they do every day.

Be a cop. They say that when you are a police officer you are on duty 24/7/365. Cops always look at their surroundings from a cop’s perspective. They notice things others do not. They act as a cop would in an emergency situation whether or not they are in uniform. Most cops I have met and read about always carry their firearms and badge, even while on vacation. It is not something they turn off at the end of their shift.
A designer needs to act like a cop. When you are a designer, you are a designer 24/7/365. Always noticing, always observing, always designing, even if only in your head. Carrying a camera with you at all times is a good habit—capture interesting details you come across, not just because you have an assignment due, but because it is in your nature as a visual artist to observe and process the world around you. Inspiration comes from everywhere and nowhere, all at the same time.
One of the greatest things about being a designer is that you do not finish your design education when you leave design school. You continue learning for the rest of you life, and you should carry these ideas with you as you develop and mature into a creative professional.