A Quote by Alan Walker

Graphic design is a hobby that I started with back in 2010-2011, which I am still doing today. And because of that, I was able to design my own stuff and designed my own logo.
Graphic designers should be literate in graphic design history. Being able to design well is not always enough. Knowing the roots of design is necessary to avoid reinvention, no less inadvertent plagiarism.
When we think of design, we usually imagine things that are chosen because they are designed. Vases or comic books or architecture... It turns out, though, that most of what we make or design is actually aimed at a public that is there for something else. The design is important, but the design is not the point. Call it "public design"... Public design is for individuals who have to fill out our tax form, interact with our website or check into our hotel room despite the way it's designed, not because of it.
When I was working at the game company, I wasn't just doing graphic design, I was doing the entire product management, so I would do the graphic design, I would create the advertisements, even the catch copies. I would figure out what kind of packaging and design of the packaging, so I was basically doing total product management at that time.
When I started my own practice, I was criticized, not because I was doing product design but because, like Le Corbusier, I was insisting on paintings in all of my buildings. I would paint wall murals in the houses that I designed, just as he did in the '20s and '30s.
If I look at my own growth, I started in product design. And we grew and created new products, and we were also able to change the idea of design a few times.
It was 4 or 5 years into my first design job before the idea of doing graphic design on computers started taking hold. I started working in 1980, the Macintosh was introduced in 1984, then the real desktop publishing only started coming around in 85-86, but it wasn't really until the end of the decade that the transition became irresistible.
I think that you could design a terrible logo for a good company with great people and they could build it into a great program. Alternatively you could design what seems to be a brilliant logo for people who are not smart or energetic or are incapable of associating with anything positive and it would become a terrible logo.
My background was in graphic design, but when I was doing it, it was all hand-drawn stuff, not computers.
At the University of Maryland, my first year I started off planning to major in art because I was interested in theatre design, stage design or television design.
I majored in fashion design in school, and I have always wanted to design my own line of clothing, jewelry, and stuff like that; so this was just a step for me in that direction.
Good design is innovative 2. Good design makes a product useful 3. Good design is aesthetic 4. Good design makes a product understandable 5. Good design is unobtrusive 6. Good design is honest 7. Good design is long-lasting 8. Good design is thorough, down to the last detail 9. Good design is environmentally friendly 10. Good design is as little design as possible
The most common misperception is the word 'design'. People think of primarily pretty pictures or forms. They don't understand the depth to which design goes-not only in products, but in every aspect of our life. Whether it is the design of a program, a product or some form of communication, we are living in a world that's totally designed. Somebody made a decision about everything. And it was a design decision.
For one thing, I don`t teach graphic design ; I teach people to find their own strengths. Second, I don`t hold back anything for myself. I share everything I know. I get back much more than I receive.
I've been working on a graphic about carbon emissions. It's an incredibly simple graphic - a bunch of blocks and a table below it - but it's taken me three weeks to design. For some reason it just wasn't working. Then finally I realized there was a number present, which I was rendering in each version, that wasn't necessary for the understanding of the piece. This figure was getting in the way and distracting from the main flow of the narrative. As soon as I pulled that graphic out of the design, it sprang into focus. Suddenly it worked.
When I announced the development of Perl 6, I said it was going to be a community design. I designed Perl, myself. It's limited by my own brain power. So I wanted Perl 6 to be a community design.
Graphic design, which evokes the symmetria of Vituvius, the dynamic symmetry of Hambidge, the asymmetry of Mondrian; which is a good gestalt, generated by intuition or by computer, by invention or by a system of coordinates, is not good design if it does not communicate.
This site uses cookies to ensure you get the best experience. More info...
Got it!