Wednesday, January 23, 2008

How long should design assignments last?

Answer at Be A Design Group.

In case you haven't heard the host's of the podcast and blog authors of Be A Design Group, Donovan Beery and Nate Voss, came and spoke in Boise at the Senior Portfolio show last semester. They mention the visit in their podcast 49.5, complete with photo's from the blue.

In one of their posts, Live Design/Blog: I Fail to Design A Chip Kidd Poster for N00bz, takes us through the creative process. One of the biggest questions I had as a student was how to approach the creative process. While professors always talk about teaching the "creative process" I don't remember any good lessons on it. It seemed as though they always seemed to talk around the process instead of delving into it, or, heaven forbid, showing us how they work creatively. I get really frustrated from projects dragging on too long, especially in the beginning phases. I would rather get on with it. Especially in the upper classes, where you assume people know what a thumbnail is, what benefit does scribbling in a little box 100 times do. The only bigger waste of time is looking at other peoples 100 scribbles. Sketching is a very important part of the creative process, and thumbnails are great ways to create visual notes to concepts and ideas, but not the best way to communicate them. Ideas can be talked about. If you can't verbalize your idea, you don't have one. I think the best way to learn and perfect the way you work creatively is by working creatively. Put even simpler, to work. That's why Nate Voss had it right by setting a time limit (even if he didn't make it) of 4 hours, not 4 weeks. I would rather do a 4 hour project that I analyze for 4 weeks, than work 4 weeks on a 4 hour project.

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