A Quote by Jake Barton

Usually, as designers, you try to create meaning. — © Jake Barton
Usually, as designers, you try to create meaning.
Life in itself has no meaning. Life is an opportunity to create meaning. Meaning has not to be discovered; it has to be created. You will find meaning only if you create it. It is not lying there somewhere behind the bushes, so you can go and you search a little bit and find it. It is not there like a rock that you will find. It is a poetry to be composed, it is a song to be sung, it is a dance to be danced.
People wonder why there seems to be no meaning in life. Meaning does not exist a priori. There is no meaning existing in life; one has to create it. Only if you create it will you discover it. It has to be invented first. It is not lying there like a rock, it has to be created like a song. It is not a thing, it is significance that you bring through your consciousness.
I make films but I am trained as a designer. I come from this series of designers called critical designers, speculative designers.
I think that as a playwright, if I detail that environment, then I'm taking away something from them [designers]. I'm taking away their creativity and their ability to have input themselves, not just to follow what the playwright has written. So I do a minimum set description and let the designers create within that.
We should tell more young designers not to worry about what they're going to do with their design careers. They should start their own brands. Designers should create their own beautiful brands that can change the world.
As an artist I have always felt that my task is not to create meaning but to charge the air so that meaning can occur.
I cannot draw to save my life, and I'm not a big art scholar, but I worked with many designers throughout my career - in theater, in dance, costume designers, set designers, and I have a lot of artist friends and I do photography, and I think it's kind of in my life.
If life has no meaning, why don't we create a meaning for it?
Musicals are, by nature, theatrical, meaning poetic, meaning having to move the audience's imagination and create a suspension of disbelief, by which I mean there's no fourth wall.
The way games are designed is you create a story, and then you create an obstacle course inside that story, and the player has to endure it to see more. So it's artificial. Game designers are so intensely worried about people getting bored that they pile on busy work for players to do.
Honestly, when you're writing you try to stay on the story, on the character's mind, trying to throw stuff at them. There is danger, and the scares have to kick in the right places with the drama. And you try not to do too much to try to create those moments. Those moments create themselves.
Add to this cruelly delicate organism the overpowering necessity to create, create, create - so that without the creating of music or poetry or books or buildings or something of meaning, his very breath is cut off from him. He must create, must pour out creation. By some strange, unknown, inward urgency he is not really alive unless he is creating.
I wanted to create Rouje to bring together my talented friends - photographers, stylists, graphic designers - in a project to create my universe and perfect dressing. I did not want to call the brand my name, because I have other projects, and this brand is the result of the work of several people and not just me.
When I'm directing films, I mostly try to create an environment on set that mimics what's in my mind as to the tone and feel of things. I try to create a place where you feel that anything's possible.
The writer's job, after all, is not to dictate meaning, but to give the reader enough pieces to create his or her own satisfying meaning. The story is truly finished—and meaning is made—not when the author adds the last period, but when the reader enters the story and fills that little ambiguous space, completing the circuit, letting the power flow through.
You can create meaning where there was none, you can create feeling where there was none, you can create narrative where there was none. Two frames can be the difference between something that works and something that doesn't. It's fascinating.
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