You're viewing all posts tagged with design
So I’m searching bestbuy.com for “enclosure,” and then I see this. And I think, “Wait. That’s not a computer case. Is it? IS IT??!”
Yep. For real. Um, yikes?

So I’m searching bestbuy.com for “enclosure,” and then I see this. And I think, “Wait. That’s not a computer case. Is it? IS IT??!”

Yep. For real. Um, yikes?

Panasonic Lumix GF1 Field Test — 16 Days in the Himalayas - A beautifully designed review for what looks like a beautiful camera.

Everything we did was entirely absorbed in the act of doing it, in wanting to do it, and everything we did stayed ultimately inside a single extraordinary sphere of life. The design was life itself, it was the day from dawn till dusk, it was the waiting during the night, it was an awareness of the world around us, of materials and lights, distances and weights, resistance, fragilities, use and consumption, birth and death…

When I Was a Very Small Boy: Observatory: Design Observer - Beautiful words from Ettore Sottsass, designer of the famous red Olivetti typewriter.

(via clusterflock)

In the realm of industrial design, Dieter Rams is Yoda.
THE Q&A: DIETER RAMS, INDUSTRIAL DESIGNER | More Intelligent Life - This interview with Dieter Rams deserves a link for two reasons. One, it’s Dieter Rams. And two, that quote is the first sentence of the article.
What’s left out from these movies is as important and beautiful as what’s included. They’re exercises in doing as much as possible with as little as possible, implying whole swaths of narrative information by allowing the audience to extrapolate events, details, backstories and subplots from only the barest hints of their presence. In fact, what Mann is doing here (and why I am so obviously drawn to this sensibility) is designing these stories — not just their presentation but more fundamentally their construction, too — and doing so in a way that evokes many of the very same things that thrill me about design.

Subtraction.com: Minimalism, Michael Mann and Miami Vice - While I don’t think Mann is doing anything particularly unique among the works of other great directors (see the films of Jean-Pierre Melville, Stanley Kubrick, Wim Wenders, Michelangelo Antonioni, Terrence Malick, etc., and tell me their films aren’t “experiences”), I do like the correlation Vinh is drawing between design and cinematic storytelling.

A great film is great for what it excludes as much as for what it includes, exactly like great design. In that regard design is itself a kind of mise en scene—what is there is how it works, and how effectively it works is a result of how carefully and skillfully the processes that affected the design were refined and employed.

I feel that as the world continues to fill with clutter at such a disconcerting pace, good design has the task of being quiet and helping people generate a level of calm that allows them to be themselves.

Michael Deal ◊ Graphic Design - Absolutely stunning infographic work on The Beatles. I do wish the typography were a little clearer.

Via Jason Kottke, one of the must-read people on the Internet.

Crafting Subtle & Realistic User Interfaces — Flyosity: Mac & iPhone Interface Design - It occurred to me while reading this that the design of user interfaces was forever changed with the introduction of the iPhone. The iPhone was the first widely-adopted device to rely on the tactility of its interface, and because it was designed and executed so impeccably, it has influenced the world of UI design around it to think about user interface objects in those very same terms. “What if this software were actually a device?”, or, “What if you could touch it?” are questions this article, and by implication the iPhone, prompts UI designers to ask themselves. I never heard this kind of discussion on so broad a basis before the iPhone. Truly revolutionary, that little thing.

Crafting Subtle & Realistic User Interfaces — Flyosity: Mac & iPhone Interface Design - It occurred to me while reading this that the design of user interfaces was forever changed with the introduction of the iPhone. The iPhone was the first widely-adopted device to rely on the tactility of its interface, and because it was designed and executed so impeccably, it has influenced the world of UI design around it to think about user interface objects in those very same terms. “What if this software were actually a device?”, or, “What if you could touch it?” are questions this article, and by implication the iPhone, prompts UI designers to ask themselves. I never heard this kind of discussion on so broad a basis before the iPhone. Truly revolutionary, that little thing.

 grain edit · Simon Page interview - To round out the posts for today, something simple: this lovely poster, and many others, from Simon Page, in an interview with the lovely folks of grain edit. The guy studied applied mathematics in school and only got into graphic design about a year ago while he was working on corporate presentations. An inspiring story.

grain edit · Simon Page interview - To round out the posts for today, something simple: this lovely poster, and many others, from Simon Page, in an interview with the lovely folks of grain edit. The guy studied applied mathematics in school and only got into graphic design about a year ago while he was working on corporate presentations. An inspiring story.

3. Design from the heart.
Write / design around things you’re passionate about. Put yourself into your work and show the world who you are. What do you love? What do you hate? Why? All notable film makers have a stamp, something that appears in their work and speaks to who they are. These themes will always come through to your audience, giving your work a sense of your self.
IndieGames.com - The Weblog - Opinion: Indie Game Design Do-s and Don’t-s: A Manifesto - If you consider yourself a creative person, you owe it to yourself to read this list. Applies to any creative profession, really, not just making independent video games.
As good design cannot be measured in a finite way he set about expressing the ten most important principles for what he considered was good design. (Sometimes they are referred as the ‘Ten commandments’.) Here they are.
Dieter Rams: ten principles for good design. Genius.
As good design cannot be measured in a finite way he set about expressing the ten most important principles for what he considered was good design. (Sometimes they are referred as the ‘Ten commandments’.) Here they are.

Dieter Rams: ten principles for good design. Genius.

ISO50 - The Blog of Scott Hansen   » Perky Bros. LLC - I, too, am a sucker for letterpress. Especially when it’s as gorgeous as this.

ISO50 - The Blog of Scott Hansen  » Perky Bros. LLC - I, too, am a sucker for letterpress. Especially when it’s as gorgeous as this.