(RAY)
08-13937 Job:08-13923 Title:RP-1000 Ideas x 100 Graghic Designers
#175 Dtp:160(P) Page:36
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51 BRIEF > IDEAS > SKETCH. Once the creative
brief is written (which we make as short as
possible, so our goals for the project stay clear),
we read it over, and then walk away from it. After
a few days—we can’t quite describe how—we
fi nd that we’ve been thinking about it off and on
in the back of our minds. When we sit down to
sketch, we almost always fi nd that we have a few
ideas that seem to pour out of the pen.
52 S
KETCH > PAPER > PENCIL. We always,
always, always sketch fi rst. And that is a
loose term—our preliminary sketches are a
combination of words and images that we feel
can help solve the problem. At fi rst, these ideas
are not complete thoughts: we could have a
tagline we like, an illustration treatment that
feels appropriate, some image concepts. We then
put these pieces together to form larger, more
cohesive ideas. Once we have several of these
more complete ideas we critique them, removing
some, combining some, to arrive at the fewest
number of strong ideas. Whenever possible,
this is what we show to a client. Showing
pencils helps ensure that the client will choose
a direction based on the idea, and not based on
periphery considerations like “Oooh, I love that
color!”, which can be much more subjective.
Once the client approves the overall concept in
sketch form, we move to comps, and then fi nal
layout. We really try to keep the spontaneity and
freshness of the sketches alive in the comps,
tying to keep them as close to the pencils as
possible (unless we have a different, better idea
along the way).
53 L
IBRARY > BOOKS > RESEARCH. We always
do research, but not too much. We have found
that research and information can be as
dangerous as it can be helpful. We strongly
feel that there is a fi ne line between not doing
enough research and doing too much. Of course,
it is helpful to research our subject matter and
what the potential competitors for our project
will be. But doing too much research can
sometimes cause a sort of information overload,
and can cause a designer to lose sight of the
original goal for the project.
54 C
LUTTER > CHAOS > WORKING SPACE.
A chaotic, cluttered working space seems
counter-productive, but we fi nd that having a
workspace with a lot going on is healthy. Having
several projects going at once in different
stages is really good for our thought process.
For us, focusing on one project at a time isn’t
nearly as productive as jumping from project
to project. We think it keeps our brains active,
keeps us from getting too bogged down or even
stuck on one project. The other benefi t is that a
cross-pollination of ideas starts to take place,
where an aspect of one project might spark an
idea for another.
55 S
UBCONSCIOUS > INPUT > INSPIRATION.
We have a very strong opinion regarding
inspiration: we think that enjoying and
experiencing these things is where ideas
come from in the fi rst place. We have put some
thought into this, actually, and we think that
the best ideas are a combination of smaller
things (words, visuals, etc.) that are put
together in a way that is unexpected, and with
luck, are something no one has ever thought
of before. But in order to do this, a designer
must experience as many things, and as many
different things, as possible. What this does
is build an arsenal or library of sorts in your
subconscious, so when you sit down to a
concept on a project, your mind can pull all of
these parts together to form ideas. Because of
this, we strongly feel that the more input you
give your mind to work with, the greater the
output will be.
(RAY)
08-13937 Job:08-13923 Title:RP-1000 Ideas x 100 Graghic Designers
#175 Dtp:160(P) Page:36
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