sábado, 30 de março de 2013

Some things change...



“Some Things Change…”, de Chris Pullman é um conjunto de “enumerações” referentes a várias mudanças, evoluções e constantes no campo de design. Num sistema de Antes e Agora, o autor desenvolve toda a sua reflecção sobre design de comunicação em torno do objecto que passa a experiência, espacial e temporal.
Deixo os tópicos que considero mais importantes.



Object - Experience
Once what you were making was an object.
Now it is more often an experience.

Composition - Choreography
Once the desiner’s art was composition.
Now it is choreography. In a fluid, four-dimensional world, the problem is not so much to get the fixed thing right as to find an elegant sequence of evolving relationships. This involves understanding how the conventions of typography and the dynamics between words and imagens change with the introduction of time, motion, and sound.

Craft based -Technology based
Once the profession was genetically linked to the ancient crafts of hand typesetting, bookbinding, drawing, and cuttins.
Now it no longer is so physical, mediated by technology that can make it feel almost virtual. The basic tools are suddenly so different that, as Mcluhan predicted, the things we can make, or even dream up, will be different.

Isolated, solo - Collobarative, tem
Once you could do just about everything yourself. Paul Rand ran a one-and-a-half-person shop for most of his professional life.
Now the paradox is that while the personal computer and plunging software costs have revitalized the tradition of the one-man band (a publishing house or a postproduction studio on your desktop), the trend is toward collaborative, multidisciplinary teams of people pushing toward a common goal. It’s not just your opinion anymore. Collaborating call for a different set of gees, a different kind of ego, a tolerance for complexity and consensus.

Piecework - Strategic thinking
Once most of us did piecework, making a new thing to fit within a small universe of other things.
Now, while piecework won’t disappear, the new focus is on strategy: design as strategic planning, design as a business resource. This implies a different level of thinking and participation, even a different vocabulary.

Design is different from art
I have always felt that being a designer and being an artist are quite distinct activities, attracting people with different goals and preferences. Where a person end up on this continuum is more a matter of chromosomes than anything else. Someone who becomes a successful painter or sculptor or performance artist is likely to be a person who derives their energy and intellectual satisfaction from solving problems that come from inside themselves. In contrast, someone who ends up as a successful designer is probably a person whose energy and intellectual satisfaction comes from solving someone else’s problems. Each of us inevitably brings to the task of designing a unique load of experience and bias, which can and should express itself in our work. But the current attention paid to the importance of “authorship” in design shouldn’t mask the underlying distinction between personal expression and the puzzle of figuring out a problem posed by others.

The visual power of design derives from the idea of contrast
If you ask why something woks and you push back far enough, eventually everything seems to be based on contrast: the ability to distinguish one thing from another. Composition, sequencing, even legibility all rely on devices that affect the contrast between things. Contrast seems to control many of the phenomenon essential to visual communication: grouping things into families, creating theme and variation, establishing hierarchies, and providing interest.

Nothing happens out of context
Few things we make have no precedent. It is important to understand how one thing fits into the larger family of things to which it belongs. You can’t enjoy the variation if you don’t know the theme.

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