Design View | Articles and opinion on design professionalism, technique and culture by Andy Rutledge

The Design Lesson: 1 of 1

September 28, 2010

In web magazines, in blogs, and even on Twitter, many skilled and talented designers offer design advice, design tips, and design insights every day…and aspiring designers should probably pay attention to this advice.

However, once you’ve learned, understood, and internalized the fundamentals of artistry (and every designer must), I hold that there is one and only one design lesson any graphic designer needs to learn.

The Design Lesson: 1 of 1

In graphic design, nothing is what it actually is. Everything other than content is representative of something else. Additionally, much of the content is also merely representative of something other than what it actually is.

As far as I am concerned, the above is the only design lesson any designer needs. All else is decided by talent, taste, enthusiasm, and one’s capacity for hard work.

Representative Elements

“If I had a world of my own, everything would be nonsense. Nothing would be what it is, because everything would be what it isn’t. And contrary wise, what it is it wouldn’t be. And what it wouldn’t be, it would. You see?”
- Alice from Alice In Wonderland

For the designer, a line is not a line. A box is not a box. A gradient is not a gradient. An arrow is not an arrow. A sharp or rounded corner is never simply that. And only for a purposefully-useless artist is any color used in design actually representative of the color itself. In essence, nothing is what it would seem to be.

If you actually believe that designing content means you should add a line or a box or a gradient for its own sake, you’re no longer designing—you’re cluttering. Be careful.

Once you have agreed to direct your efforts toward a specific design purpose, you make an error if you simply cast ornaments upon the content. On the contrary; you are sworn to eliminate everything contextually contrary or that gets in the way of communication. Lines and boxes and arbitrarily-chosen ornaments do not romance or enhance the content or its purpose at communication. Arbitrary structure only ever gets in the way.

As the designer, your purpose is to realize order (proper order), clarity, enhancement, and contextually-appropriate theme for the content so that its message may better be conveyed. Your purpose is to discover and accomplish the seamless reintegration of that which is obviously missing from the message found within or required by the raw content.

These required components may be few or manifold, but lines, arrows, gradients, boxes, specific text decorations, or corners of a particular character for their own sake are surely never among the missing elements. For every element that is not amongst the raw content and that you decide to include in the design, ask yourself: what is its purpose? What is this element representative of and how does that enhance the content, the context, or the message?

Defining the obvious
Okay, you get the idea

A comprehensive example of the list above would be enormous. What I hope it conveys is that it is quite likely that your design process should be iterative; with each iteration realizing more efficiency and contextual cohesion. Also, that the obvious design choice may be the lazy one; more clutter than design.

As you mature as a designer, your efforts will likely become more efficient and your iterative process shorter. Ultimately, you might accomplish in one stroke what used to take ten or more iterations. Know, however, that no designer is likely to achieve any significant level of competence without the firm understanding that design requires the employment of representative components for representative purposes rather than literal components for any purpose.

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