A Quote by Justin Kan

I try to keep the meetings small, especially when we're doing product design. — © Justin Kan
I try to keep the meetings small, especially when we're doing product design.
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
When I was working at the game company, I wasn't just doing graphic design, I was doing the entire product management, so I would do the graphic design, I would create the advertisements, even the catch copies. I would figure out what kind of packaging and design of the packaging, so I was basically doing total product management at that time.
I just try to keep it fresh. I try to keep it interesting. The truth is my roots are independently spirited dramas that are small, and I will always go back to that well, because that's where I broke out of. But I'm going to keep doing as many different movies as I possibly can.
So there's no typical day, but I transition through the course of my business day by doing everything from construction meetings on the development project under construction to design meetings for an upcoming apparel delivery to acquisition meetings about projects we're looking to acquire. It's very diverse in terms of content, substance, and what I address on a typical day.
To go back to architecture, what's organic about architecture as a field, unlike product design, is this whole issue of holism and of monumentality is really our realm. Like, we have to design things which are coherent as a single object, but also break down into small rooms and have an identity of both the big scale and the small scale.
Good design is innovative Gives a product utility Is aesthetic Makes a product easy to understand Is unobtrusive Is honest Is long-lived Is consistent down to the smallest detail Protects the environment Good design is as little design as possible.
To go back to architecture, whats organic about architecture as a field, unlike product design, is this whole issue of holism and of monumentality is really our realm. Like, we have to design things which are coherent as a single object, but also break down into small rooms and have an identity of both the big scale and the small scale.
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).
Meetings with no goal, also known as 'coffee shop' meetings, can be huge time wasters if you're not efficient with them. 'Always know why you're meeting, and make sure it's important - try to keep them to 30 minutes, max.
A small change at the beginning of the design process defines an entirely different product at the end.
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.
you're a product just as much. a product of a product. the people who design cars, they're products, your teachers, products. the minister in your church, another product.
We try to keep everything as in-house and small and as punk rock and do-it-yourself as we can. That's part of our way of doing business.
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.
I think what we want to do is - when we choreograph, when we design choreography, we try to take it from a character standpoint first. Obviously you write a script and it's like, a Jason Bourne or a John Wick or something like that, you don't start choreographing double twisting wire moves and backflips, or doing the splits. You try to keep it so it fits the character, or the tone of the film.
If we have meetings, I try to schedule the meetings at different restaurants I want to try - so I always suggest the restaurants.
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