A Quote by David Pye

Everything we design and make is an improvisation, a lash-up, something inept and provisional. — © David Pye
Everything we design and make is an improvisation, a lash-up, something inept and provisional.

Quote Author

David Pye
November 18, 1914 - 1993
If people are failing, they look inept. If people are succeeding, they look strong and good and competent. That's the 'halo effect.' Your first impression of a thing sets up your subsequent beliefs. If the company looks inept to you, you may assume everything else they do is inept.
I would make a huge distinction between theater improvisation and film improvisation.
Bureaucracy destroys initiative. There is little that bureaucrats hate more than innovation, especially innovation that produces better results than the old routines. Improvements always make those at the top of the heap look inept. Who enjoys appearing inept?
I don't often wear mascara in real life, but on-set or backstage, if I'm crying or even if my eyes get watery, I get a Q-Tip, and I wet it with a few drops of water. Then I go lash by lash and clean it up.
Design is more than meets the eye. Design is about communicating benefits. Design is not about designers. Design is not an ocean it's a fishbowl. Design is creating something you believe in.
Most of my music is improvisation, and composition is improvisation. Even if I have a score, it is improvisation.
I grew up in the theater, and you can't improvise Shakespeare and Ibsen. You have to speak the language. But obviously, in a contemporary film, there's often room for improvisation and spontaneous things that happen. As long as I know what I'm trying to achieve in the scene, and when something comes up, I know that the response is genuine, I'm comfortable. That's really how I build everything.
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.
A lot of improvisation ends up being about just thinking outside of the box in the scene. It's not improvisation as much as it is quickness or making it real.
Often, some people dress something up to make it sound scientific, use scientific words, call themselves doctor something-or-other, and then you look them up, and they're trying to make it sound like something it's not. There's this entire field that's adding the word 'quantum' to everything. It doesn't even make sense in that context.
But as well may you, when urging a man up-hill with a heavy load upon his back, and with your lash also upon his back, tell him, that be has nothing to do either with the load or the lash.
What people think improvisation is and non-improvisation is, it's nothing to do with what you like or dislike. It's all about how it happens with certain directors and certain scenes. That's the way it works. It's not something, in general, that you can decide.
Everything in the world is part of a design. Everything has meaning and purpose and a place in the pattern of existence, only it's not always possible to understand what that design is. Only God can understand the design, because he invented it.
When you sit down to design something, it can be anything, a car, a toaster, a house, a tall building or a shoe, what you draw or what you design is really a culmination of everything that you've seen and done in your life previous to that point.
The key to industrial leadership is technology and design; of the two, technology is quantifiable and design is not. Technological improvements might make your product worth another $20. If you design something beautiful, what is that worth? It's worth whatever people will pay for it.
The dumbest mistake is viewing design as something you do at the end of the process to 'tidy up' the mess, as opposed to understanding it's a 'day one' issue and part of everything.
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