A Quote by Marcel Wanders

There is no one I'd like to exclude when I design. It's not like I'm trying to design for everyone. Probably can't do that. Yet I try not to exclude anyone. — © Marcel Wanders
There is no one I'd like to exclude when I design. It's not like I'm trying to design for everyone. Probably can't do that. Yet I try not to exclude anyone.
What I try to do in my picture books is to be all-inclusive, but not exclusive, to not exclude the kid and not exclude the parents from the experience. And it's not a very easy task; you can't find stories that work that way too much of the time.
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
Places matter. Their rules, their scale, their design include or exclude civil society, pedestrianism, equality, diversity (economic and otherwise), understanding of where water comes from and garbage goes, consumption or conservation. They map our lives.
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.
To exclude anything that appears in your universe is not love. Love joins with everything. It doesn't exclude the monster. It doesn't avoid the nightmare - it looks forward to it.
Design is the method of putting form and content together. Design, just as art, has multiple definitions; there is no single definition. Design can be art. Design can be aesthetics. Design is so simple, that's why it is so complicated.
The question is: exactly how did life get here? Was it by natural selection and random mutation or was it by something else? Everybody - even Richard Dawkins - sees design in biology. You see this design when you see co-ordinated parts coming together to perform a function - like in a hand. And so it's the appearance of design that everybody's trying to explain. So that if Darwin's theory doesn't explain it we're left with no other explanation than maybe it really was designed. That's essentially the design argument.
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).
I like to talk about the idea of "design without design," where... we're creating the conditions for the things that we want to see happen rather than trying to force a particular set of outcomes.
The great moral question of the twenty-first century is this: if all knowledge, all culture, all art, all useful information can be costlessly given to everyone at the same price that it is given to anyone; if everyone can have everything, anywhere, all the time, why is it ever moral to exclude anyone?
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.
My earliest design work was print, and that was my first love. Of course, as the years went on, I did more and more Web design and less and less print. And like everyone who made the switch from print to Web design, I bemoaned the lack of control.
Gaming in general is a male thing. It isn't that gaming is designed to exclude women. Everybody who's tried to design a game to interest a large female audience has failed. And I think that has to do with the different thinking processes of men and women.
Most people make the mistake of thinking design is what it looks like. People think it's this veneer - that the designers are handed this box and told, 'Make it look good!' That's not what we think design is. It's not just what it looks like and feels like. Design is how it works.
I like to question the minutia, to get to the essence of things. The minutia of life is all about design. It's about the design of how you talk to another human being; it's the design of speech; it's the design of everything we do. We need to be better at listening, and we need to aim more directly at understanding and being understood.
I ended up going to do a matches program at the state for industrial design. And from there, I got hired at IDEO to joint their design team there - and basically, you are starting as an industrial designer to design products - and then kept asking the question, 'What else can design accomplish? What else can design do?'
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