A Quote by Jochen Zeitz

Puma was all about function and not at all about design. The founder of the company always believed functionality and performance were the only ingredients that could make Puma successful and design never mattered.
I grew up wearing PUMA, and our national team is sponsored by PUMA, so those were always in the store. We couldn't afford Nike or Jordan, so PUMA was our brand. If you were wearing PUMA, that's dope.
We decided that sports, lifestyle and fashion were three elements that could be mixed together to a very unique formula. That's what we did: make Puma a very sports-fashion brand when, at the times, everybody talked about sports and sports performance and functionality. We said, 'Well, it's about more.'
When I started at Puma, you had a restaurant that was a Puma restaurant, an Adidas restaurant, a bakery. The town was literally divided. If you were working for the wrong company, you wouldn't be served any food; you couldn't buy anything. So it was kind of an odd experience.
I could make Halo. It’s not that I couldn’t design that game. It’s just that I choose not to. One thing about my game design is that I never try to look for what people want and then try to make that game design. I always try to create new experiences that are fun to play.
When I joined in 1990, as they say in the sport of sailing, Puma was in the doldrums. It was a difficult time, and Puma had gone to sleep.
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.
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.
All my family worked for Puma. My mother worked there, and my father was the guy that opened and closed up in the evening. We lived in the neighbouring building - just a couple of steps, and I would be in the Puma factory. All 300 people that worked there knew me; it was my adventure playground. I knew everything, even how to make a shoe sole.
I was a Puma guy for a while. When System got signed, we got a deal with Puma, and they would just give me carte blanche, bro. I would walk into the Puma office and they would just give me whatever I wanted. I would just take it. I'd walk out with boxes and boxes, so I had every color, every style that I wore.
Design is interesting because it's utopian. Art is often a jaundiced commentary on contemporary life. Design is always about the future; it's always about something great and new that's come out that will make the future brighter. It has this weird 18th - century positivism about it.
But design has never been a Europe-only project. The best of design has global influences. And we've got to design the future immigration system to make sure that we continue to attract the brightest and best.
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
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.
Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design.
What’s next for technology and design? A lot less thinking about technology for technology’s sake, and a lot more thinking about design. Art humanizes technology and makes it understandable. Design is needed to make sense of information overload. It is why art and design will rise in importance during this century as we try to make sense of all the possibilities that digital technology now affords.
Design is a field of concern, response, and enquiry as often as decision and consequence... it is convenient to group design into three simple categories, though the distinctions are in no way absolute, nor are they always so described: product design (things), environment design (places) and communication design (messages).
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