There’s plenty of innovative and useful stuff going on with the designs in the article if you take…
Sean Zhu
242

I could have written this and posted it almost anywhere on this topic but your take was particularly well thought out. So here I am, counting on you to draw in readers for my response. A concept which fits well with my position.

Read on.

Design is a process. And so it takes time. The designer can mostly see the final product only in those terms. In contrast, the observer gets to see the final product as a point, an object, something that can be adopted, molded, and utilized in some future effort of his/her own. (That’s why the creator of a concept never gets as rich as the person who comes along afterwords and say, “Hey, what if we took that and . . .” The creator thinks the thing is completed; the johnny-come-lately sees the thing as a starting point.)

My dad was an artist. He kept a morgue. I am a graphic and written-word editor; but I, too, keep a morgue. As an editor, I don’t draw. I manipulate. So I need things to manipulate. And the better thought out the things I use are, the better the quality of their design, the better my result will be. I don’t take perfect photographs myself, I find them and manipulate them into how I want them to be used.

Even artists are manipulators. Your brain is UNABLE to learn something new unless it has something old on which to hang it. So new ideas from the world are seen in terms of the artist’s experiences. Those ideas hang on something similar in the artist’s brain and jump start a new product, created out of zillions of past learnings and experiences.

Dribble contains lots of time-created objects which designers can use to hang on their past experiences to inspire creativity to produce things that are new, interesting, and valuable.

And, oh yeah, and which solve problems.

“Leave the kids alone.”