A Quote by Christine Jones

If I weren't a theatre designer, I wouldn't be any other kind of designer. Design is interesting to me as it relates to narrative: the design has to support the narrative. Storytelling is the most important thing.
This is very much my philosophy as a fashion designer. I have never believed in design for design's sake. For me, the most important thing is that people actually wear my clothes. I do not design for the catwalk or for magazine shoots - I design for customers.
I started off as a theatre designer, and by some extraordinary circumstance I saw something in Stratford-upon-Avon, and realized that that's the kind of design I want, but also that that's the kind of designer I'll never be.
The most important thing in games isn't the designer's narrative, but the story the player creates through his experiences.
I ended up going to do a matches program at the state for industrial design. And from there, I got hired at IDEO to joint their design team there - and basically, you are starting as an industrial designer to design products - and then kept asking the question, 'What else can design accomplish? What else can design do?'
A good designer can create a design that accommodates all the constraints and still delivers an elegant, satisfying experience to the user. A great designer can go beyond this and create a design that demonstrates that some of those constraints weren’t really there to begin with.
To the designer, great design is beautiful design. A significant amount of effort must be placed into making the product attractive. To the client, great design is effective. It must bring in customers and meet the goals put forth to the designer in the original brief. To the user, great design is functional. It’s easy to read, easy to use and easy to get out of it what was promised Truly great design, then, is when these three perspectives are considered and implemented equally to create a final product that is beautiful, effective and functional.
I'm a fashion designer, not a shoe designer. I like to design clothes.
Any tendency to design for design's sake, to create a pattern within which the owner must live according to rules set by the designer, is headed for frustration, if not disaster.
One of the best things I ever did was to train in a practical skill. I love computers and they've become such a part of life, especially to the world of design. But it's important to understand that they are a tool, as much as a hammer or a saw is a tool. Computers don't help you design. There needs to be more emphasis on training young designers in how to build things. A good writer needs a good vocabulary. A good designer needs to understand his materials and processes. You can't, as a successful designer, pretend to get any respect if you don't know how things are made.
I think my sensibilities about storytelling and character just automatically come into play when I'm trying to work on any kind of narrative. For me, it doesn't really matter what the source of the narrative is. I will be looking for ways to make it into an intriguing story with empathetic characters.
Constrained optimization is the art of compromise between conflicting objectives. This is what design is all about. To find fault with biological design - as Stephen Jay Gould regularly does - because it misses some idealized optimum is therefore gratuitous. Not knowing the objectives of the designer, Gould is in no position to say whether the designer has proposed a faulty compromise among those objectives.
I love to design. I am a commercial fashion designer. I always design jackets with two sleeves. I don't design jackets with three sleeves, or the layers and layers come off like little dolls from Russia. Fashion for me is a creative endeavor, but it is not art for me.
As a designer, as you get used to Kinect, it's such a different experience for me as a designer - for any designer.
We don't have a good language to talk about this kind of thing. In most people's vocabularies, design means veneer... But to me, nothing could be further from the meaning of design. Design is the fundamental soul of a man-made creation.
This thing is but a puny imitation of a much grander system whose laws you know, and I am not able to convince you that this mere toy is without a designer or maker; yet you profess to believe that the great original from which the design is taken has come into being without either designer or maker! Now tell me by what sort of reasoning do you reach such an incongruous conclusion?
As a designer, design director or any creative person, you have to hire great people, support them and make them feel comfortable so they can contribute and give you their best.
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