1. potatofarmgirl:

    natashakline:

    For all the artists out there. xoxo

    I agree with Natasha!  Make stuff even if it HURTS! <3

    (via chlorophyll-bunny)

     


  2. Frank Chimero.com: What Advice Would You Give a Graphic Design Student?

    “Design does not equal client work.

    It’s hard to make purple work in a design. The things your teachers tell you in class are not gospel. You will get conflicting information. It means that both are wrong. Or both are true. This never stops. Most decisions are gray, and everything lives on a spectrum of correctness and suitability.

    Look people in the eyes when you are talking or listening to them. The best teachers are the ones who treat their classrooms like a workplace, and the worst ones are the ones who treat their classroom like a classroom as we’ve come to expect it. Eat breakfast. Realize that you are learning a trade, so craft matters more than most say. Realize that design is also a liberal art. Quiet is always an option, even if everyone is yelling. Libraries are a good place. The books are free there, and it smells great.

    If you can’t draw as well as someone, or use the software as well, or if you do not have as much money to buy supplies, or if you do not have access to the tools they have, beat them by being more thoughtful. Thoughtfulness is free and burns on time and empathy.

    The best communicators are gift-givers.

    Don’t become dependent on having other people pull it out of you while you’re in school. If you do, you’re hosed once you graduate. Keep two books on your nightstand at all times: one fiction, one non-fiction.

    Buy lightly used. Patina is a pretty word, and a beautiful concept.

    Develop a point of view. Think about what experiences you have that many others do not. Then, think of what experiences you have that almost everyone else has. Then, mix those two things and try to make someone cry or laugh or feel understood.

    Design doesn’t have to sell. Although, that’s usually its job.

    Think of every project as an opportunity to learn, but also an opportunity to teach. Univers is a great typeface and white usually works and grids are nice and usually necessary, but they’re not a style. Helvetica is nice too, but it won’t turn water to wine.

    Take things away until you cry. Accept most things, and reject most of your initial ideas. Print it out, chop it up, put it back together. When you’re aimlessly pushing things around on a computer screen, print it out and push it around in real space. Change contexts when you’re stuck. Draw wrong-handed and upside down and backwards. Find a good seat outside.

    Design is just a language, it’s not a message. If you say “retro” too much you will get hives and maybe die. Learn your design history. Know that design changes when technology changes, and its been that way since the 1400s. Adobe software never stops being frustrating. Learn to write, and not school-style writing. A text editor is a perfectly viable design tool. Graphic design has just as much to do with words as it does with pictures, and a lot of my favorite designers come to design from the world of words instead of the world of pictures.

    If you meet a person who cares about the same obscure things you do, hold on to them for dear life. Sympathy is medicine.

    Scissors are good, music is better, and mixed drinks with friends are best. Start brave and brash: you can always make things more conservative, but it’s hard to make things more radical. Edit yourself, but let someone else censor you. When you ride the bus, imagine that you are looking at everything from the point of view of someone else on the ride. If you walk, look up on the way there and down on the way back. Aesthetics are fleeting, the only things with longevity are ideas. Read Bringhurst and one of those novels they made you read in high school cover to cover every few years. (Of Mice and Men, To Kill a Mockingbird, The Great Gatsby.)

    Stop trying to be cool: it is stifling.

    Most important things happen at a table. Food, friends, discussion, ideas, work, peace talks, and war plans. It is okay to romanticize things a little bit every now and then: it gives you hope.

    Everything is interesting to someone. That thing that you think is bad is probably just not for you. Be wary of minimalism as an aesthetic decision without cause. Simple is almost a dirty word now. Almost. Tools don’t matter very much, all you need is a sharp knife, but everyone has their own mise en place. If you need an analogy, use an animal. Red, white, black, and gray always go together. Negative space. Size contrast. Directional contrast. Compositional foundations.

    Success is generating an emotion. Failure is a million different things. Second-person writing is usually heavy-handed. All of this is too.

    Seeking advice is addicting and can become a proxy for action. Giving it can also be addicting in a potentially pretentious, soul-rotting sort of way, and can replace experimenting because you think you know how things work. Be suspicious of lists, advice, and lists of advice.

    I have no idea what I’m doing, and everyone is just making it up as they go along.

    This about sums up everything I know.”

    Frank Chimero.com

     


  3. When I’m programming and something breaks…

     

  4. Logo Ideation. Wine Ring.

     

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  6. George R.R. Martin Webpage Redesign

    After making extensive changes to the original sites navigation and content structure, I simplified and reorganized the important links and information into a new and fresh website for the best selling author.

    The background image was taken by me in New Zealand in 2012.

     


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  8. Incomplete Manifesto for Growth by Bruce Mau.

    artilleur:

    1. Allow events to change you. 
      You have to be willing to grow. Growth is different from something that happens to you. You produce it. You live it. The prerequisites for growth: the openness to experience events and the willingness to be changed by them.

    2. Forget about good. 
      Good is a known quantity. Good is what we all agree on. Growth is not necessarily good. Growth is an exploration of unlit recesses that may or may not yield to our research. As long as you stick to good you’ll never have real growth.

    3. Process is more important than outcome. 
      When the outcome drives the process we will only ever go to where we’ve already been. If process drives outcome we may not know where we’re going, but we will know we want to be there.

    4. Love your experiments (as you would an ugly child). 
      Joy is the engine of growth. Exploit the liberty in casting your work as beautiful experiments, iterations, attempts, trials, and errors. Take the long view and allow yourself the fun of failure every day.

    5. Go deep. 
      The deeper you go the more likely you will discover something of value.

    6. Capture accidents. 
      The wrong answer is the right answer in search of a different question. Collect wrong answers as part of the process. Ask different questions.

    7. Study. 
      A studio is a place of study. Use the necessity of production as an excuse to study. Everyone will benefit.

    8. Drift. 
      Allow yourself to wander aimlessly. Explore adjacencies. Lack judgment. Postpone criticism.

    Read More

    (Source: brucemaudesign.com, via kafka-f-deactivated20130406)

     

  9. S.ADAMS Design and Development
    Sidescroll! Student & Family Interface
    Client: National Theatre for Children: PLAYWORKS
    Water Pirates Theme

    Overview:
    The production of this site was a long process in which two members of the National Theater for Children asked the class to redesign their current Playworks interface. What they needed was a reason for users to come back to the site and reuse their interface again and again. Furthermore, the new design required sections for teachers, students and parents. What we were truly aiming for was a connection between the teacher and students. To do this we utilized the cloud bubble which displays on the student site, a message created by the teacher on their own section of the interface. The connection between student and treacher is furthered when the student completes tasks like activities or submitting a file to the Take Action & Win section. The project above is the final screen shots of the Student and Parent interface. 

    Design:
    We decided to persure a sidescroll site because we thought it was far more interactive and interesting for the audience we were designing for. Even more, the transition of online media to tablets and other devices prompted us to impliment a sidescroll interface because of the simple touch and swift motion that comes with using new technology and today’s touch screen devices.

    Our fixed header follows the user throughout the main interface and allows for seemless navigation between the welcome, activities and photos sections of the site. The activities are separated into different pages that are catered to the specific activity being accomplished. The photo gallery section implements hover states as well as a lightbox feature that allows the user to enter comments and take part in a discussion amongst classmates.

    (via 4thalulz)

     

  10. S.ADAMS Design and Development
    Personal Web Portfolio PREVIEW

    Overview:
    This is my previously designed portfolio. Although it is already coded and ready to go, I have not published it on the web. So I still lack a personally designed and operated professional online portfolio. The preview above features the Graphic Design section of the portfolio. The site features a large fixed logo which, when clicked revealed a drop down navigation menu. Because it is not immediately obvious that the large logo is a clickable button, I also included a small “click me” message that appeared on hover. All of these features were accomplished using jQuery. The central content box is a simple overflow side scroll container. The scroll bar is hidden so it doesn’t disrupt the surrounding design and layout.

    Design: 
    When thinking of how I would like to display my work in the real world, I thought long and hard on the kind of aesthetic I wanted to portray. Beginning with my logo, I wanted to represent my family. Family is very important to me and it is also one of the primary reasons I became interested in wanted to persue art and design. The three arrows represent my aunt, my cousin, and myself. Covered by a banner, which holds my professional identity. Onto the over design of the site, I chose a wood grain background because it thought it accurately reflected myself as a designer. The logo and the wood grain also jive together very well because they both have a somewhat earthen and rustic feel. These things combined, I feel, come together to be an accurate representation of myself and my design work.