(quick note, i have every intention of writing this with out hitting the 'shift' key much, so my humblest appologies to those who have an aversion to sentences starting without capitals. i'll get you a present later or something, i promise).
the first thing that really caught my attention was the idea that graphic designers are actually better when they have interests outside design. to be our most creative, we need to expose ourselves to influences and experiences outside our little world of design (or, in the case of kcai, outside of the little world of the j & g). not only does this make you more fun at social outings with non-designers (it's always a bit of a shock to me when i realize that my dinner pal would rather talk about the food on the menu instead of discuss its ugly layout), but it allows you to relate to clients better. your work can have more depth because you are better able to understand where the client is coming from. it helps you avoid being 'self-centered and having a narrow outlook.'
another issue i found interesting (and especially relevant to myself) was how strongly being good at communicating your ideas verbally is stressed. i have a difficult time clearly verbalizing my ideas, and while i think i've gotten better about it, i still need a lot of work. its obvious to me that being able to talk about what you're doing is just as important as being able to actually do it, and it is very frustrating to me when i struggle to explain why i'm doing what i'm doing. it makes sense in my head, why can't that be enough? because no one else is in my head, and they can't see it before its done like i can, and no one likes surprises like that. i thought for a long time that if my work was strong it would speak for itself, but if art school has taught me anything, its that being a good talker is priceless. you can talk people into liking a piece, but you can't just show someone a piece they don't like and think they'll change their mind.
and, last but not least, my favorite idea in this chapter: '...we find outselves presenting only ideas we can comfortably mock-up using our scanner and photoshop. in other words, we avoid ideas that can't be easily executed by digital means: designers must not let technological capabilities define their thinking.' i love that this is brought up because i am guilty of it. i've slowly realized that i'm not doing work the way i want to be, or in a way where i really enjoy the process because many times its easier and faster to just do it on the computer. i miss working by hand. i miss drawing. and that seems wrong to me, i'm a designer and i'm at an art school. how the hell can i miss drawing?! but i don't do it because we have tight deadlines and i feel like if i took the time to illustrate something i would not get it done on time, which is unacceptable. its quite the predicament. but i am glad i have realized i am doing this, and i plan on making an effort to stop it. so thanks, 'how to be a graphic designer without losing your soul', for reminding me not be a slave to my laptop. you rock.
Tuesday, February 06, 2007
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