A Quote by Edgardo Osorio

As a male designer, you always need a woman's touch. — © Edgardo Osorio
As a male designer, you always need a woman's touch.
The first basic need of a male is sexual fulfillment; for a female, affection. The second most basic need of a male is recreational companionship; for a female, communication and conversation. The third basic need of a male in a relationship is an attractive woman; for a woman, honesty and openness. The fourth basic need of a male is domestic support; for a female, financial support. The fifth basic need of a male is admiration and respect; for a woman, family commitment.
It's quite a pure relationship, designer and muse. I think a beautiful dress on the wrong woman could mean nothing. It has to be the right woman and the right clothes. That's why you need that personal touch.
It's super-essential. Even though I don't have a very big team, for me, the word muse may be démodé or not. I adore it, but I am also one, in my delirium, to be quite classical. For a designer - especially a male designer - he absolutely has to have that female voice by his side, which he listens to, he filters, he digests. It's a huge need, because when you see through the eyes of a man, you see a woman a certain way, and how they have little tricks of their own.
If it is good not to touch a woman, then it is bad to touch a woman always and in every case.
The third basic need of a male in a relationship is an attractive woman; for a woman, honesty and openness.
A woman who has style doesn't necessarily need designers - designer wear. A woman who has style can put on any frock or dress or pant or whatever and still bring something to it.
Politics is a very male-dominated, male-driven profession. I was not just a woman but a young woman, and I suppose you end up trying to behave in a way that you think is expected of you.
I appreciate the sentiment that I am a popular woman in computer gaming circles; but I prefer being thought of as a computer game designer rather than a woman computer game designer. I don't put myself into gender mode when designing a game.
The bonding of women that is woman-loving, or Gyn/affection, is very different from male bonding. Male bonding has been the glue of male dominance. It has been based upon recognition of the difference men see between themselves and women, and is a form of the behaviour, masculinity, that creates and maintains male power… Male comradeship/bonding depends upon energy drained from women.
I've always avoided making being a woman my main asset and unique selling point. If it is then you'll start seeing other women as competition, and that's the last thing you need when entering a very male-dominated field.
Male directors always project their own desire of women - how they want a woman to dress, to do her hair. With a woman director, it's more a projection of herself.
Being a head designer or art director or just even a designer, you need a certain level of experience and maturity.
As a designer, you are not only a designer, you are also a celebrity, an entertainer, and a spokesperson that speaks on behalf of the company. So you need to realize that you have to embrace all those sides.
I don't need designer things. And YOU are designer, Rush.
How a designer gets from thought to thing is, at least in broad strokes, straightforward: (1) A designer conceives a purpose. (2) To accomplish that purpose, the designer forms a plan. (3) To execute the plan, the designer specifies building materials and assembly instructions. (4) Finally, the designer or some surrogate applies the assembly instructions to the building materials. What emerges is a designed object, and the designer is successful to the degree that the object fulfills the designer's purpose.
I have always felt my role as a designer is to do the very best I can for a woman to make her look her best. Fashion is only fashion once a woman puts it on.
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