<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/rss2full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" version="2.0">

<channel>
	<title>Design Informer</title>
	
	<link>http://designinformer.com</link>
	<description>The Latest in Web Design and Graphic Design</description>
	<lastBuildDate>Tue, 17 Aug 2010 12:07:05 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=abc</generator>
		<atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/design-informer" /><feedburner:info xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" uri="design-informer" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><feedburner:emailServiceId xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0">design-informer</feedburner:emailServiceId><feedburner:feedburnerHostname xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0">http://feedburner.google.com</feedburner:feedburnerHostname><item>
		<title>Giving Users Some Credit</title>
		<link>http://designinformer.com/giving-users-some-credit/</link>
		<comments>http://designinformer.com/giving-users-some-credit/#comments</comments>
		<pubDate>Tue, 17 Aug 2010 11:24:36 +0000</pubDate>
		<dc:creator>Jeremy Girard</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Art Directed]]></category>
		<category><![CDATA[Clients]]></category>
		<category><![CDATA[Credit]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[Website]]></category>

		<guid isPermaLink="false">http://designinformer.com/?p=429</guid>
		<description><![CDATA[<p>Websites are designed to be used by people of varying backgrounds, educations and technical levels. One of the challenges we face when designing for the Web is finding a way to create sites and applications that can be accessed by a widely disparate audience while avoiding the pitfall of sacrificing the quality of our work to cater to the dreaded &#8216;lowest common denominator.&#8217;</p>

<p>Even though it happens to me with some frequency, being told by a client that one of the requirements for their project is that it must be &#8216;idiot proof&#8217; never fails to give me pause. The sentiment itself is offensive enough, but the concept also seems somewhat misguided to me. Do we really want to begin a project by assuming our site&#8217;s users are idiots?</p>]]></description>
			<content:encoded><![CDATA[<div id="master">
<div id="header"><a id="logo" href="http://designinformer.com/" title="Design Informer">Design Informer</a></p>
<p><a id="author" href="http://www.pumpkin-king.com/" title="Jeremy Girard's Personal Blog">Written by: Jeremy Girard</a></p>
<h1 id="title">Giving Users Some Credit</h1>
<p class="opening">Websites are designed to be used by people of varying backgrounds, educations and technical levels. One of the challenges we face when designing for the Web is finding a way to create sites and applications that can be accessed by a widely disparate audience while avoiding the pitfall of sacrificing the quality of our work to cater to the dreaded &lsquo;lowest common denominator.&rsquo;</p>
</div>
<div id="credit">
<div id="section-1" class="clearfix">
<h2>Users are Not Idiots</h2>
<p class="first">Even though it happens to me with some frequency, being told by a client that one of the requirements for their project is that it must be &lsquo;idiot proof&rsquo; never fails to give me pause. The sentiment itself is offensive enough, but the concept also seems somewhat misguided to me. Do we really want to begin a project by assuming our site&rsquo;s users are idiots?</p>
<p class="second"><img src="http://designinformer.com/wp-content/uploads/giving-users-credit/website-dummies.jpg" alt="Websites for Dummies" width="167" height="171"/></p>
<p class="third">Creating designs that are intuitive and easy to use is something we should continually strive for if we want our sites and applications to be visited and used by as many people as possible. Ultimately, making those sites easy, as well as enjoyable, to use is a critical part of helping them be successful and it starts by abandoning outdated opinions on what users can, and cannot, understand.  It starts by giving our users some credit and realizing that they are not &lsquo;idiots.&rsquo;</p>
</div>
<div id="section-2" class="clearfix">
<h2>When Best Practices Go Bad</h2>
<p class="first">Anyone who has designed for the Web for a period of time has amassed a bank of best practices and favored solutions that they use in their work. In and of itself, this is a good thing, but the ever-changing nature of the Internet means that we have to continually evaluate these best practices to ensure they are still relevant.  As Web users&rsquo; proficiency and technical comfort levels grow, we must abandon solutions that no longer help visitors use our sites, but instead may actually start to hinder their experience. </p>
<p class="second">As a communication medium, the Web may still be the &lsquo;new kid on the block,&rsquo; but let&rsquo;s face it – the Internet isn&rsquo;t new anymore. Web users are more advanced today then they were even a few years ago. This is great news for those of us who work on the Web! It means that we can continually push our work forward, but it also means that we not only have to be willing to embrace change, but that we need to be proactive in identifying when that change is necessary.</p>
<div id="carbonads-container"></div>
<p><script id="carbonads-script" src="http://carbonads.com/ads/serve/23600/4"></script>
</div>
<div id="section-3" class="clearfix">
<h2>User Testing is Not Always the Answer</h2>
<p class="first"><img src="http://designinformer.com/wp-content/uploads/giving-users-credit/user-testing.jpg" alt="User Testing" width="410" height="272" /></p>
<div class="second">
<p>There is no question that user testing is an invaluable part of the web design process, but any user testing we do for a project has limitations.  Oftentimes, those limitations are due to budgetary and time constraints. This being the case, we focus our tests on key aspects of our projects where user input will help shape our decisions and positively impact the success of our design.</p>
<p>Since we often can&rsquo;t evaluate and test every aspect of our project, some decisions will inevitably be driven by our best practices and favored solutions. If those practices are up to date and relevant, this isn&rsquo;t a problem, but if they are outdated – well, I&rsquo;m sure you can follow the line of reasoning here.</p>
</div>
</div>
<div id="section-4" class="clearfix">
<h2>Out with the Old</h2>
<div class="first clearfix">
<p>While every Web designer&rsquo;s collection of favored solutions will be different, here are a few examples of solutions whose time of relevancy has passed.</p>
<p class="relevant"><img src="http://designinformer.com/wp-content/uploads/giving-users-credit/relevant.png" alt="Are these relevant?" width="393" height="221" /></p>
<p>These specific examples were chosen because they are ones that I personally have purged from my own toolbox in the not so distant past, but also because they are practices I still see implemented on many newly-launched sites today.  It makes me wonder if they were put in place as a conscious choice or if they are instead the product of once relevant best practices left unchecked for too long?</p>
</div>
<div class="second clearfix">
<h3>The Web Does Not Fold</h3>
<div class="clear"></div>
<p>Taken from newspapers&rsquo; practice of ensuring that lead stories and catchy headlines appear on the top half of the paper&rsquo;s front page, this preoccupation with requiring Web content to appear &lsquo;above the fold&rsquo; for all site visitors has been the enemy of whitespace and well organized layouts for far too long. Do not fear the scroll bar, browsers have them for a reason.</p>
<div class="paddy"> <a href="http://iampaddy.com/lifebelow600/"><img src="http://designinformer.com/wp-content/uploads/giving-users-credit/life-below.jpg" alt="Life Below 600px" width="380" height="535" /></a></p>
<p>Paddy Donnelly’s article entitled Life Below 600px battles and debunks the long time web design myth that there is such thing as &ldquo;above the fold.&rdquo;</p>
</div>
<p>Content is king on the Web. The quality and usefulness of our site&rsquo;s content will determine the success of our site, but the way we visually lay out that content and present it to our users also plays a major role in its effectiveness. Cramming lots of content into a too-small space, solely to ensure that users on even the smallest resolutions can see it without scrolling, damages not only the visual integrity of our design, but also our users&rsquo; ability to easily consume and process our site&rsquo;s content. Would you rather be on a site whose content is well laid out with appropriate whitespace and formatting, but which requires you to scroll down to access some of that content, or would you choose a site that eliminates the need to scroll at the expense of readability and appropriate spacing? </p>
<p>We would never force the entire text of a book onto a single page just to eliminate the need to flip pages, so why do we worry about users having to scroll to access content that appears lower on our Web pages? Books have pages that must be turned in order to read the story and Web sites have content that must be scrolled to be seen. This is how these mediums work; let&rsquo;s give our users some credit and realize that even if content doesn&rsquo;t appear &lsquo;above the fold,&rsquo; they will still be able to find it.</p>
</div>
<div class="third clearfix">
<h3>Look Here to Read This Message</h3>
<div class="clear"></div>
<p>In my office, we have a Keuring coffee machine. Right on the front of the machine is a shiny, silver button that says ‘Brew.’ It doesn’t say ‘Press Here to Brew a Cup of Coffee,’ yet despite this lack of incredibly specific directions, it’s pretty easy to figure out what that button does and what I need to do to get myself a cup of Joe in the morning.</p>
<div class="coffee"> <img src="http://designinformer.com/wp-content/uploads/giving-users-credit/coffee-maker.png" alt="Keuring Coffee Machine" width="272" height="524" /> </div>
<p>This same principal applies to the phrasing we use on anchors and buttons in our projects. At the end of a short teaser for a blog article or a news item, there is no need to have anchor text that reads: ‘Click here to read this full blog article.’ Something as simple as ‘Read more’ or perhaps, if you’re really in the mood to edit aggressively, just the word ‘More’ would be just as effective.</p>
<p>There are times where giving users some extra instruction on our site is necessary, but realizing when that level of instruction is required, and when it is simply overkill, is important. Give users some credit, the concept of hyperlinks is one they understand. Just like the nice, shiny button on the coffee machine makes it obvious that you need to press it to get your coffee, so can we visually style anchors and buttons so that even if we opt for text as simple as ‘More’, our users will understand what to do to access the additional content.</p>
</div>
<div class="fourth clearfix">
<h3>Open in a New Window</h3>
<div class="clear"></div>
<div class="left">
<p>A common fear I hear from clients is that their customers will be unable to find their way back to their site if links to external sites or resources are clicked on. This fear inevitably prompts clients to request that those links be ‘popped in new windows.’</p>
<p>Thinking of the browsing experience as a linear timeline is a very simple concept to grasp. You start on one page, you click to another, and another and another.  The ‘back’ and ‘forward’ buttons allow you to go in those respective directions on that linear timeline. You want to go back to the page you started from? Just click the back button until you get there!</p>
<p class="arrows"><img src="http://designinformer.com/wp-content/uploads/giving-users-credit/arrows.png" alt="Back Button" width="134" height="62" /></p>
<p class="arrows-description">Most users know about the “Forward” and “Back” buttons. Take advantage of them!</p>
</div>
<div class="right">
<p>The belief that this linear browsing experience is more difficult for users to understand than the ability to manage multiple windows or tabs is misguided.  I’ve sat and watched users who are fairly comfortable with the Web struggle to understand multiple windows. I’ve seen them use the ‘back’ button, only to hit a wall when they get to the initial page that was opened in that new window/tab. What do they do next? In most cases, they type the original site’s URL into the address bar, opening up a second instance of the site, completely unaware that the original instance is still open in another window/tab.</p>
<p>Give users some credit. If they want to return to your website, they’ll find their way back to it and the easiest way for them to do that is to use the ‘back’ button.</p>
</div>
</div>
</div>
<div id="section-5" class="clearfix">
<h2>Treat Others Like You Would Want to be Treated</h2>
<div class="first">
<p>This bit of advice is something that parents have been telling their children for many years and this piece of parental wisdom is perfectly relevant to how we deal with our site’s visitors.</p>
<p>No one wants to be treated like an ‘idiot,’ our site’s users included. The minute those users visit our site, our relationship with them begins. Let’s start that relationship off on the right note by designing sites and applications that make the user experience enjoyable. Let’s do this, in part, by treating those users with the respect they are due and giving them the credit they deserve. Their user experience, and the projects we design and develop, will be the better off for it.</p>
</div>
<p class="second"><img src="http://designinformer.com/wp-content/uploads/giving-users-credit/man.png" alt="Man" width="243" height="339" /></p>
</div>
</div>
<p class="end">The End</p>
</div>
<img src="http://feeds.feedburner.com/~r/design-informer/~4/1dR1dCJtLPc" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://designinformer.com/giving-users-some-credit/feed/</wfw:commentRss>
		<slash:comments>24</slash:comments>
		</item>
		<item>
		<title>Designing for the Mind</title>
		<link>http://designinformer.com/designing-mind/</link>
		<comments>http://designinformer.com/designing-mind/#comments</comments>
		<pubDate>Tue, 10 Aug 2010 10:07:54 +0000</pubDate>
		<dc:creator>Francisco Inchauste</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Art Directed]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Mind]]></category>

		<guid isPermaLink="false">http://designinformer.com/?p=424</guid>
		<description><![CDATA[<strong>Do you know what makes a design good?</strong>

Is it merely an opinion, or is there something more to it? Breaking design down seems like such an abstract thing. Even the designers who are able to create thought-provoking work seem purely talented and have natural abilities that can’t really be nailed down to a process. But what if there were principles that captured why design and art worked the way that they do?]]></description>
			<content:encoded><![CDATA[<div id="master">
<div id="header">
        <a id="logo" href="http://designinformer.com/" title="Design Informer">Design Informer</a></p>
<h1 id="title">Designing for the Mind</h1>
<p><a id="author" href="http://www.getfinch.com/" title="Francisco Inchauste's Personal Blog">Written by: Francisco Inchauste</a></p>
</p></div>
<div id="mind">
<div id="section-1">
<h2>Do you know what makes a design good?</h2>
<p>Is it merely an opinion, or is there something more to it? Breaking design down seems like such an abstract thing. Even the designers who are able to create thought-provoking work seem purely talented and have natural abilities that can’t really be nailed down to a process. But what if there were principles that captured why design and art worked the way that they do?</p>
<p>There are many beautiful designs that have been created on both a conscious and unconscious level. The downside of a designer continuing to create on an unconscious level is that the decisions they make appear somewhat random. For example, think if you were to ask a pilot why they clicked a few switches and they answered, &ldquo;It just feels like the right switches to me,&rdquo; rather than, &ldquo;I need to adjust the wings to reduce wind drag.&rdquo; As a passenger, the second would make us feel safer and confident in the pilot’s abilities.</p>
<p>There is a real power that comes from being able to identify and speak to what makes your design meaningful. In the story of the Joshua Tree (Sidebar) we learn that once you recognize and understand something, it unlocks a new level of perception. In this article we’ll take a look at some principles that make the aesthetics of design attractive to people, and explanations on why they do. The more you become conscious of how design works the better you are able to communicate and judge design decisions.</p>
<div id="tree">
                <img src="http://designinformer.com/wp-content/uploads/designing-mind/joshua-tree.png" alt="Joshua Tree" width="184" height="206" /></p>
<p>&ldquo;Many years ago I received a tree identification book for Christmas. The first tree in the book was the Joshua tree because it took only two clues to identify it. Now the Joshua tree is a really weird-looking tree and I looked at that picture and said to myself, &rdquo;Oh, we don’t have that kind of tree in Northern California. That is a weird-looking tree. I would know if I saw that tree, and I’ve never seen one before.&rdquo;</p>
<p>So I took my book and went outside. I had lived in that house for thirteen years, and I had never seen a Joshua tree. I took a walk around the block, and there must have been a sale at the nursery when everyone was landscaping their new homes &#8212; at least 80 percent of the homes had Joshua trees in the front yards. And I had never seen one before. Once I was conscious of the tree, once I could name it, I saw it everywhere. Which is exactly my point. Once you can name something, you’re conscious of it. You have power over it. You own it. You’re in control.&rdquo;</p>
</p></div>
<div class="clear"></div>
</p></div>
<div id="section-2">
<h2>Hello, I’m Your Brain</h2>
<div class="left-col">
<p>Design is powerful because of the way our brain processes visuals. We might think of vision working by our eyes pulling in images and projecting them in the back of our mind. If this were the case then there would no be design or art. There are in fact 30 areas in the back of your brain that process different aspects of the image. The various vision processing areas of the brain are individually recreating the design. So, in a way, the viewer is also an artist. In reality, design and art stimulate the mind more than a realistic image would do. Which is why it affects us differently. Randomly placing objects on a screen do not create the same reaction. There must be purpose to the visual distortion/arrangement for the mind to pick up.</p>
<p>                <img src="http://designinformer.com/wp-content/uploads/designing-mind/child.jpg" alt="Child" width="231" height="310" />
            </div>
<div class="right-col">
<p>It would be nearly impossible to lock down all the various styles of design that are out there. Sure, we can categorize them into bigger buckets and generalize with words like &ldquo;clean,&rdquo; or &ldquo;grunge,&rdquo; and designers certainly understand what kind of design to expect from those words. Although at the surface there is a difference between them, at their very core the brain is being stimulated by them in the same way.</p>
<p>The principles below are based on studies of the brain and neurological research that have been presented a variety of ways online. In this article I have attempted to present them in a way that best relates them to design.</p>
</p></div>
<div class="clear"></div>
</p></div>
<div id="section-3">
<h2>The Principles of Aesthetic Experience</h2>
<div class="left-col">
<h3>Grouping</h3>
<p>When you look at a design layout and notice subtle touches &#8212; like the links of a specific color &#8212; this is not just a nice design touch, or good usability. It is tapping into the way your mind groups together things like shapes or colors. This technique is used heavily in design and plays off the mind&#8217;s natural tendency to try and find connections in elements. For example, in logos like FedEx, the arrow is created in the mind by grouping the negative space between the &ldquo;E&rdquo; and the &ldquo;X.&rdquo;</p>
<p>The neural mechanisms that we are tapping into are the same as those that evolved as a survival trait in the brain to protect us from predators and defeat their camouflage. Consider an early human seeing a golden color behind some foliage. The mind grouped those together as one whole so we can tell that there is a lion waiting behind the leaves. There are a set of design principles known as Gestalt Theory which breakdown the various types of grouping into specific categories. These can be explored for further understanding of grouping.</p>
<h3>Symmetry and Balance</h3>
<p>A symmetrical object taps into the same neural machinery made to help the mind detect other people or predators. The more symmetrical and balanced something like a human face is, the more perceived beauty that is interpreted by the mind. No human face is perfectly symmetrical, however when the two sides are nearly equal, they are seen at a metacognitive level as more beautiful. Some scientists have argued this is because asymmetrical organisms are suffering from disease and the mind has evolved to recognize that.</p>
<p>So, when we create symmetry and balance in a design through the use of guides like the grid and specific sizing of elements, we are creating something that is more perfect (almost hyperreal) compared to what is found in naturally created objects or organisms. It can be argued that most design is asymmetrical, however there must be a balance in the design. If that balance is not there, the mind will see the layout as asymmetrical and potentially awkward or wrong.</p>
<h3>Peak Shift</h3>
<p>Peak shift is how the mind reacts to differences between elements. The more you exaggerate those differences the more you are drawn to them. For example, If you were to present a lab rat with a square and a rectangle and teach it that the rectangle will get them food, and the square will not, it will obviously go for the rectangle. If you add a third element, a longer, skinny rectangle, the rat will be drawn to that more than the other one because the form has been exaggerated.</p>
<p>This same principle is applied to viewing a realistic drawing and a caricature of a person. To the mind the caricature looks almost closer to the person than the realistic drawing. The mind picks up on the differences that have been accentuated.</p>
<p>We notice this done in many designs with lighting for example. The shadows and reflections, or soft spotlights behind elements is an exaggerated version of what occurs with natural lighting. By pumping up these effects we are creating a more aesthetically appealing lighting in our compositions.</p>
<h3>Isolation</h3>
<p>As designers we learn to create focus on the essential elements of a layout and simplify the message that we are trying to communicate. In art, a drawing that is merely a minimal outline of the subject can be much more powerful than a 3D rendition of the same thing. This is why a sketch is more effective as art than a full color photo.</p>
<p>The principle of isolation is removing the gratuitous visual information that might clutter the design and concentrating on the essentials. It directs attention to what matters. By extracting what is critical and only showing that, the mind reacts strongly to this.</p>
<h3>Perceptual Problem Solving</h3>
<p>When watching a horror movie the directors have setup the scenes to play off of this principle. The longer the monster or killer in the film remain in the shadows or only revealed in small pieces, the more frightening the film is. The fear is created in your mind and imagination. If during the entire film you saw the killer or creature in daylight, there would be nothing that scary about it.</p>
<p>Perceptual Problem Solving is forcing the mind to try and figure out, or imagine, what the object looks like. The struggle almost introduces pleasure and forces the mind to figure out the image. This stimulates the mind more than just being literal with something, but rather teasing the mind with pieces of it and building up to a big reveal.</p>
<h3>Contrast</h3>
<p>We know contrast well as a graphic design principle in relation to light versus dark, curves versus angles, and dynamic versus static. This contrast is in how the human retina and brain respond more to the edges and sharp stepped changes in color or gradation. The visual information mainly is in the area of change like the outline/edge of a person and the color wash background. Therefore, this becomes a more interesting and attention grabbing area for the eye and brain to focus.</p>
<p>So, by adding other dimensions of contrast to the design, like texture or color, the design attracts the cells and holds their attention. Contrast can also exist as repetitive elements like black and white lines that create a sort of visual rhythm for the eye to follow. Creating areas of that contrast each other is vital to a dynamic and well-composed design.</p>
<h3>Generic Viewpoint</h3>
<p>When given an object to view the mind prefers a less complex vantage point. Take for example the cubes in the image to the right. The one on the left looks to us like what a cube should look like, because it is from a generic viewpoint. The cube on the right appears to be a flat hexagon to most people because it is from a very specific viewpoint. With the sides filled in with color we can finally see the cube. So although there are exceptions to this rule, this more generic viewpoint is usually more aesthetically pleasing.</p>
<h3>Metaphor</h3>
<p>Designers understand the use of metaphor very well. It is used in creating a familiar user experience by tapping into real objects that people already understand. In this case the understanding of metaphor is a bit different. The metaphor is a sort of mental tunnel between two objects that at first seem unrelated. On an unconscious level though, the mind has already made the association.</p>
<p>Some examples of this are Shakespeare saying, &ldquo;Juliet is the sun.&rdquo; In this case he is relating Juliet to being warm and nurturing, not that she is an object in our solar system. Good metaphors are easy to grasp and universal. Some design or imagery is compelling &#8212; because of the use of metaphor &#8212; the moment we see it. That is because before we even understand why, our mind has already deciphered it.</p>
</p></div>
<div class="right-col">
                <img class="i-1" src="http://designinformer.com/wp-content/uploads/designing-mind/fedex.png" alt="FedEx" width="173" height="48" /><br />
                <a href="http://gestalttheory.egress9.tail.philipsproducts.co.cc/theoryofgestalt/"><img class="i-2" src="http://designinformer.com/wp-content/uploads/designing-mind/gestault.png" alt="Gestault" width="208" height="168" /></a><br />
                <a href="http://rjosephhoffmann.files.wordpress.com/2010/06/davinci.jpg"><img class="i-3" src="http://designinformer.com/wp-content/uploads/designing-mind/davinci.jpg" alt="Leonardo Da Vinci" width="230" height="256" /></a><br />
                <a href="http://3.bp.blogspot.com/_HIEQ59QresM/SA-v2rGrwNI/AAAAAAAAAX8/beELhslYLF0/s320/rat_sitting_up_with_hands_outstretched.gif"><img class="i-4" src="http://designinformer.com/wp-content/uploads/designing-mind/rat.png" alt="Symmetry and Balance" width="220" height="134" /></a><br />
                <a href="http://www.casafree.com/modules/xcgal/albums/userpics/21493/nixon[1].jpg"><img class="i-5"src="http://designinformer.com/wp-content/uploads/designing-mind/nixon.jpg" alt="Richard Nixon" width="231" height="127" /></a><br />
                <a href="http://www.thousandsketches.com/images/blog/xmas-picasso-dove-large.gif"><img class="i-6" src="http://designinformer.com/wp-content/uploads/designing-mind/dove.png" alt="Dove" width="164" height="138" /></a><br />
                <a href="http://www.lonelyreviewer.com/wp-content/uploads/2010/03/scream.jpg"><img class="i-7" src="http://designinformer.com/wp-content/uploads/designing-mind/scream.jpg" alt="Scream" width="231" height="177" /></a><br />
                <img class="i-8"src="http://designinformer.com/wp-content/uploads/designing-mind/gradients.png" alt="Gradient" width="230" height="70" /><br />
                <img class="i-9"src="http://designinformer.com/wp-content/uploads/designing-mind/cube.png" alt="Cube" width="228" height="84" /><br />
                <a href="http://farm3.static.flickr.com/2728/4444562210_bf54b8bc12.jpg"><img class="i-10" src="http://designinformer.com/wp-content/uploads/designing-mind/juliet.png" alt="Juliet" width="237" height="118" /></a>
            </div>
<div class="clear"></div>
</p></div>
<div id="section-4">
<h2>Knowledge Is Power</h2>
<div class="left-col">
<p>Great artists, like Monet, were experts at employing principles like peak shift into their work. Although, I’m not sure he ever had to present designs to a client like we do today. Sometimes it seems like a lack of (design) understanding gives the client an upper hand. The difference between you and your client’s neighbor’s friend’s 13-yr-old kid with a copy of Photoshop is that they have to pay you more. Which really means that unfortunately to many clients you are both the same.</p>
<p>Experience and your portfolio of work certainly matter. But each client is completely different with how they judge design. Paul Rand described business clients as this:</p>
<blockquote>
<p>&ldquo;It is their uninformed, unfocused preferences or prejudices, their likes or dislikes that too often determine the look of things. Yet, much of the time, they are not even discriminating enough to distinguish between good and bad, between trendy and original, nor can they always recognize talent or specialized skills.&rdquo;</p>
</blockquote>
<p>In the end it is up to the designer to communicate the decisions they made in creating their solution. Understanding some of these principles won’t help you decide what style of design to use, or what colors are best. There are differences on cultural levels or project goals that affect things like that. However, knowing what these principles are and why they work will help you create effective designs and hopefully help to give you (the designer) some of that power back.</p>
</p></div>
<div class="right-col">
<h4>Credits</h4>
<p>The information and references in this post can be credited to <a href="http://www.youtube.com/watch?v=Rl2LwnaUA-k">Vilayanur Ramachandran</a> and his talks and studies regarding the mind. He has spoken at TED several times and published many <a href="http://www.google.com/url?sa=t&#038;source=web&#038;cd=1&#038;ved=0CBcQFjAA&#038;url=http%3A%2F%2Fwww.imprint.co.uk%2Frama%2Fart.pdf&#038;ei=JkVaTIzvDqepnAeByPDKAg&#038;usg=AFQjCNHSScOYG_u6rfa7LA-ft-P6CQnP8Q&#038;sig2=qMWiG1yp5qtPZWy_8WwKBA">papers</a> on the complexity of the brain and how we process information like art and aesthetics.</p>
<p>The Joshua Tree story is from the <a href="http://www.amazon.com/Non-Designers-Type-Book-Robin-Williams/dp/0201353679">Non-Designers Type Book</a> by <a href="http://www.amazon.com/Non-Designers-Type-Book-Robin-Williams/dp/0201353679">Robin Williams</a>.</p>
<p>Images are linked to sources.</p>
<div id="carbonads-container"></div>
<p><script id="carbonads-script" src="http://carbonads.com/ads/serve/23600/4"></script>
            </div>
<div class="clear"></div>
</p></div>
</p></div>
</div>
<img src="http://feeds.feedburner.com/~r/design-informer/~4/qQ5LRNgdXCI" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://designinformer.com/designing-mind/feed/</wfw:commentRss>
		<slash:comments>37</slash:comments>
		</item>
		<item>
		<title>inForums: Inform and Get Informed</title>
		<link>http://designinformer.com/inforums-inform-get-informed/</link>
		<comments>http://designinformer.com/inforums-inform-get-informed/#comments</comments>
		<pubDate>Fri, 23 Jul 2010 10:21:02 +0000</pubDate>
		<dc:creator>Jad Limcaco</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Forum]]></category>
		<category><![CDATA[Freelance]]></category>
		<category><![CDATA[inForum]]></category>

		<guid isPermaLink="false">http://designinformer.com/?p=420</guid>
		<description><![CDATA[When I started Design Informer on November 2009, I planned that I would one day add a forum to Design Informer. Well, many months passed by and I kept making excuses as to why I couldn't add a forum. I was too busy, I've never installed a forum, I don't have time, yada yada. Well, the other day, I figured that I just need to sit down and do it so that's exactly what I did.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m not like most people. When I tell myself that I&#8217;m gonna do something, usually, what that means is I&#8217;m not going to stop until I get it done. Even if it means losing sleep. So the past two days, I&#8217;ve slept like 3 hours, trying to figure out what forum to use, how to use it, what type of design will work, and finally, it&#8217;s done. Well, sort of. I&#8217;m actually going out of town in a few hours and I&#8217;ve figured that I might as well launch the forum before I leave. There are still some minor issue to be fixed but it&#8217;s close to being complete.</p>
<p>Ok, enough of my chattering, the forum is called <strong>inForums </strong>based on the &#8220;Informer&#8221; brand. Go ahead and check it out, join in on some of the conversations that&#8217;s already happening, create some posts, suggest some features, etc. and let me know how you like it.</p>
<h4><a href="http://designinformer.com/forums/">inForums | Inform and Get Informed</a></h4>
<p>You will need to create an account to join the discussions but all that&#8217;s required is your username and email. Also, Gravatar is already enabled so you don&#8217;t have to upload a profile image, it&#8217;s already there for you.</p>
<img src="http://feeds.feedburner.com/~r/design-informer/~4/7p6FCl66yrE" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://designinformer.com/inforums-inform-get-informed/feed/</wfw:commentRss>
		<slash:comments>30</slash:comments>
		</item>
		<item>
		<title>Ask the Expert – A Chat About Art, Design, Computers and Education with Milton Glaser</title>
		<link>http://designinformer.com/milton-glaser-art-design/</link>
		<comments>http://designinformer.com/milton-glaser-art-design/#comments</comments>
		<pubDate>Mon, 12 Jul 2010 11:23:09 +0000</pubDate>
		<dc:creator>Jad Limcaco</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Art]]></category>
		<category><![CDATA[Ask the Expert]]></category>
		<category><![CDATA[Chat]]></category>
		<category><![CDATA[Computers]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Education]]></category>

		<guid isPermaLink="false">http://designinformer.com/?p=415</guid>
		<description><![CDATA[This is the most exciting <strong>&#34;Ask the Expert&#34;</strong> interview that we've had so far on Design Informer. A few months back, I had the opportunity to speak with Milton Glaser thanks to one of his assistants, Scarlett Rigby.

I was able to ask Milton Glaser some questions about a few different topics such as art, design, education and more. If you're not familiar with Milton Glaser, he is a world renowed graphic designer who is probably most famous for creating the<br /><strong>I Love New York</strong> logo.]]></description>
			<content:encoded><![CDATA[<p>Go ahead and listen to the question and answer session below. The audio might be a little weird in the beginning but it definitely gets better after about 30 seconds. You can also read the entire interview and learn more about Milton Glaser by checking out the links at the end of this post.</p>
<div class="gray-line"></div>
<p><object width="400" height="300"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=13265437&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=13265437&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="300"></embed></object></p>
<div class="blue-line"></div>
<h3>Design and Art</h3>
<p><img src="http://designinformer.com/wp-content/uploads/ask-expert/milton-glaser/art-1.jpg" alt="Milton Glaser Illustration" width="310" height="400" class="post-border right l-forty b-forty" /></p>
<p>Well, I&#8217;ve been thinking about this for a very long time. Let me tell you a summary of what I&#8217;ve come to in my life. Art has a very specific purpose or else it wouldn&#8217;t have survived, and it&#8217;s purpose is the survival of the species. Art is the mechanism to help survival. So one might ask, so how does art help survival? The issue is that it makes you more attentive. In the presence of art, you become attentive, and the story I always tell about is this.</p>
<p>Once I sat down in front of my mother when I was 17, and I decided that in the kitchen table, I would do a portrait of her. At that moment, I looked at her face, and you know how the mind shifts when you make a determination that you are going to draw something, I realized that I had not the faintest idea of what she looked like, and that it was only by deciding I would draw her that I became conscious of her appearance. Because through the years, I have become immune to it, and as we become immune to everything we experience, and particularly those things we experience most frequently.</p>
<p>So, my bit of extrapolation is that after I decided that the real purpose of art was to make us attentive so we could see what was in front of us and also to understand what was real, as opposed to the pre-conceptions we had about things. So art serves us by in a Buddhist sense, making you able to pay attention to what is in front of you, cause otherwise, you can&#8217;t seen anything or experience reality.</p>
<p><img src="http://designinformer.com/wp-content/uploads/ask-expert/milton-glaser/art-2.jpg" alt="Milton Glaser Poster" width="255" height="395" class="post-border right l-forty b-forty" /></p>
<p>If that&#8217;s my definition, then it suggests that you cannot tell art by virtue of medium, or function, or anything else except by the fact of its raising your consciousness to a degree that you are attentive. And so if something produces the state of attentiveness, whether it&#8217;s a drawing, or a guy making a cheese sandwich, we can call it art, at least by my description. I have no other criteria for judging what art is, and certainly not the lunacy and the perversion of the art world or the authorities of the subject,  but if it makes me attentive and if my perception of reality is modified by something I&#8217;ve seen, in a way your perception of a landscape is modified after you see a Cezanne landscape, you realize Cezanne has enabled you to see an aspect of that you were not conscious of. He&#8217;s made you more attentive to that which is contained within the landscape. So if it does that, if anything does that to me, I put it in the art category. If it&#8217;s a big painting and it&#8217;s in a museum and it doesn&#8217;t do that to me, for me, it&#8217;s not art.</p>
<p>Art is functional because it has a purpose. But a day often transcends its purpose. If design makes you attentive, then it&#8217;s art. In the same way that if you look at a poster by Lautrec and a drawing by Lautrec, they both make you attentive, and so I would say, they are both art even though one would be easily categorized as design, and the other as art, because it&#8217;s done with oil paint on canvas. But you can see in the presence of both of them, that either can make you attentive and then we must say, either the poster or the drawing by Lautrec is a work of art.</p>
<p>So it&#8217;s not the category of experience or even whether it has a functional element of it in itself, but rather, whether it makes you attentive.</p>
<div class="blue-line"></div>
<h3>Designers and Computers</h3>
<p>Well, that was sort of a semi-joke, but not entirely. The thing about the computer is that it&#8217;s an extremely powerful instrument, and like all tools, it changes your perception of what is real, what is appropriate, what is pleasant, what is proportional. It has all these characteristics, in a same way that a pencil or watercolors or a crayon has, which is that they change the way you think about what you are doing. But the computer is so powerful and so dramatic in its effect on your perception of what is real and what is appropriate that you have to be very cautious that it doesn&#8217;t dominate your sensibilities. And what you see around you of work done by using a computer is the domination of the tool over the aesthetic or the judgment  of the user.</p>
<blockquote><p>So I think you have to be very strong about your consciousness of form, of color, of shape, and of meaning before you start using the computer or else, it will run all over you.</p></blockquote>
<div class="blue-line"></div>
<h3>The Design Process</h3>
<p><img src="http://designinformer.com/wp-content/uploads/ask-expert/milton-glaser/art-3.jpg" alt="Milton Glaser Poster" width="255" height="395" class="post-border right l-forty b-forty" /></p>
<p>Well, It&#8217;s a tough question, and I know it&#8217;s often codified and done as a process, but it&#8217;s harder than that. The issue is that all this stuff exists in your brain already and the question is how you access it and what you believe about your own process.</p>
<p>For instance, if you believe that it takes you two days to do a logo, and you have to do sketches, and studies, and look at it over and over again, and then stare at it, whatever the process is, if you believe that&#8217;s the way you get there, that&#8217;s fine. And that&#8217;s your methodology, and that belief will sustain you. If you believe that you can do a logo in twenty minutes, because your mind already has the capacity to relate the information and the function quickly, then you&#8217;ll do a logo in twenty minutes.</p>
<p>I depend on my unconscious to do most of my work by now because I&#8217;ve spent so many years working consciously to get my mind into shape so it can work unconsciously. So my process is very vague. Sometimes, I do something, I do it immediately and it&#8217;s over. Sometimes, I take something and will work on it for weeks because it&#8217;s not coming forth. And I also realize that you have to work this way independently of what you&#8217;re getting paid, because if you&#8217;re getting a lot of money, you think that you should spend more time on it. If you&#8217;re getting little money, you think you can only spend little time. My feeling is very often that it&#8217;s opposite. The jobs that have little money are very often those that have the most creative potential, cause people who are paying you a lot, typically in corporate life, also want to control  what it is you do more, and as a result you have to accomodate their needs more than your own needs or even the needs of the job. So my process is I would say at best, <strong>random</strong>, and that I depend on after 60 years of doing this stuff, the fact that there&#8217;s a lot of stuff at the back of my mind and the job is to just bring it forward.</p>
<div class="blue-line"></div>
<h3>A Good Logo</h3>
<p>Well, that&#8217;s so boring, logos, you know why it&#8217;s talked about, because that&#8217;s where the money is. Doing a logo is one of the most boring activities of the design profession. There are so many more things more interesting.</p>
<p><img src="http://designinformer.com/wp-content/uploads/ask-expert/milton-glaser/ny.jpg" alt="I Love New York Logo" width="298" height="131" class="post-border right l-forty b-forty" /></p>
<p>Doing a logo, you want to be <strong>memorable</strong>, you want to be <strong>fresh</strong>, you want to be <strong>familiar</strong> enough so people will not reject you, you don&#8217;t want to be to complex, you want to have an internal joke, you want to move the viewer in a perception so that when they first look at it, maybe they don&#8217;t quite understand it, and then a fraction of a second later, they get the idea, because that act between seeing and understanding is critical, and a good logo, you look at it and there&#8217;s a little jump before you understand it. That&#8217;s the success of the &quot;I LOVE NY&quot; because you have to translate it from &quot;I&quot; which is a complete word to &quot;heart&quot; which is a symbol for feeling to &quot;NY&quot; which are initials for a place. You want to do a logo that&#8217;s a little bit more than decorative, although sometimes, that&#8217;s all you can do, something that looks good on the page, and one very often settles for that.</p>
<div class="blue-line"></div>
<h3>The Future</h3>
<p><img src="http://designinformer.com/wp-content/uploads/ask-expert/milton-glaser/milton-obama.jpg" alt="Milton Glaser Receives the National Medal of Arts" width="307" height="215" class="post-border left r-forty b-forty" /></p>
<p>Oh, I don&#8217;t know. I live day to day, all I do is come in everyday and hope that I can do something that I didn&#8217;t already know before I came in, and that&#8217;s about it. The future for me is just a question of the experiences of working with people I like and producing things that I think are interesting.</p>
<div class="blue-line"></div>
<h3>His Best Work</h3>
<p>I have no such construct. I think my best work is the fact that I have been able to stay in it so long, and still be interested in doing it. That is an accomplishment. It&#8217;s so easy to get bored and to get indifferent to what you do, and the fact that you can still have the sense of enthusiasm and expectation about a day&#8217;s work is really my best accomplishment.</p>
<div class="blue-line"></div>
<h3>Advice for Designers</h3>
<p>Oh, people always ask me that as it were answerable. The only advise I would give is that you have to have <strong>courage</strong> and the <strong>willingness</strong> to devote your life to it, and the <strong>enthusiasm</strong> to persist. Outside of that, there&#8217;s nothing!</p>
<div class="blue-line"></div>
<h3>Deciding to be a Graphic Designer</h3>
<p>I decided to be an artist when I was five years old. I made a conscious decision that making things was the thing that I wanted to spend my life doing. And it really was when I was five.</p>
<div class="blue-line"></div>
<h3>Importance of Education</h3>
<p><img src="http://designinformer.com/wp-content/uploads/ask-expert/milton-glaser/art-6.jpg" alt="Milton Glaser Poster" width="255" height="395" class="post-border right l-forty b-forty" /></p>
<p>I don&#8217;t even know where to begin that. If you are a genius, then you don&#8217;t need school but there are a very few geniuses in the universe. So everyone needs school as much for the opportunity to spend their time doing something to learn something as anything else. I mean, you have time to spend your life devoted to learning and only when you&#8217;re in school.</p>
<p>What I think is important for people io to continue the idea of learning  after they get out of school so the idea of continued development  becomes integrated into their brain. But I don&#8217;t know any self taught geniuses in this field. I don&#8217;t know a single one who said I didn&#8217;t go to school, I just picked it up myself.  I don&#8217;t know anybody like that. There may be somebody like that. But its hard enough to become good by having a good education. I think it&#8217;s virtually impossible to become good without that education. I can be wrong, but I haven&#8217;t seen it.</p>
<div class="blue-line"></div>
<h3>More About Milton Glaser</h3>
<p>This was just a look inside the mind of Milton Glaser. To read more about Mr. Glaser and to find out more about his ideas, thoughts and philosophies, check out the following resources and websites.</p>
<ul>
<li><a href="http://www.miltonglaser.com/">Milton Glaser&#8217;s Website</a></li>
<li><a href="http://www.miltonglaser.com/pages/milton/mg_index.html">Ten Things I Have Learned</a></li>
<li><a href="http://vimeo.com/6986303">Milton Glaser Draws and Lectures (Video)</a></li>
<li><a href="http://www.aiga.org/content.cfm/milton-glaser-interview">AIGA Milton Glaser Interview</a></li>
<li><a href="http://www.businessweek.com/magazine/content/06_20/b3984036.htm">Why We Love Milton Glaser </a></li>
</ul>
<img src="http://feeds.feedburner.com/~r/design-informer/~4/YnmW4vWbpJc" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://designinformer.com/milton-glaser-art-design/feed/</wfw:commentRss>
		<slash:comments>34</slash:comments>
		</item>
		<item>
		<title>Increasing Innovation with Hack Nights</title>
		<link>http://designinformer.com/hack-nights/</link>
		<comments>http://designinformer.com/hack-nights/#comments</comments>
		<pubDate>Thu, 08 Jul 2010 07:35:03 +0000</pubDate>
		<dc:creator>Andrew Rossi</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Art Directed]]></category>
		<category><![CDATA[Hack]]></category>
		<category><![CDATA[Nights]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[Project]]></category>

		<guid isPermaLink="false">http://designinformer.com/?p=413</guid>
		<description><![CDATA[If you work at an agency or design house, chances are that most of your time is spent working on client projects. After months of bending over backwards to meet your clients’ demands, work may start to get a little stale. At this point, it’s okay to become a little selfish and ask yourself: “When was the last time that we have done something for ourselves?”

Seriously. When was the last time that an idea was expressed that interested everyone within earshot? When was the last time that the thought of a side project made you excited? If you can’t remember when that last time was, or worse, you have never taken part in a company side project… well, you might have a little problem.]]></description>
			<content:encoded><![CDATA[<div id="master">
<div id="article-wrapper">
<p id="di-logo"><a href="http://designinformer.com/" title="Go back home?">Design Informer</a></p>
<div id="hack">
<h1>Increasing Innovation with Hack Nights</h1>
<div class="wide left">
<p>If you work at an agency or design house, chances are that most of your time is spent working on client projects. After months of bending over backwards to meet your clients&#8217; demands, work may start to get a little stale. At this point, it&#8217;s okay to become a little selfish and ask yourself: &ldquo;When was the last time that we have done something for ourselves?&rdquo;</p>
<p>Seriously. When was the last time that an idea was expressed that interested everyone within earshot? When was the last time that the thought of a side project made you excited? If you can&#8217;t remember when that last time was, or worse, you have never taken part in a company side project&#8230; well, you might have a little problem.</p>
<p>Take a step back and look at your agency&#8217;s portfolio. Is it all client work or are there some products of your own in the collection? It&#8217;s normal to have several client projects and maybe one or two experimental in-house pieces in there. However, all work and no play can make an agency a dull place to work.</p>
</p></div>
<div id="carbonads-container" class="right"></div>
<p>            <script id="carbonads-script" src="http://carbonads.com/ads/serve/23600/4"></script></p>
<blockquote class="right">
<p>When was the last time that the thought of a side project made you excited?</p>
</blockquote>
<div class="clear"></div>
<h2 id="section1">Paper Napkins</h2>
<div class="regular left">
<p>Teehan+Lax has ImageSpark. SimpleBits has Dribbble. Fantasy Interactive has Kontain. What does your agency have? Surely, ideas for services and applications such as these have passed through your agency&#8217;s collective brain. Were they written down on a napkin somewhere and promptly forgotten? Was there once great fervor but it was pushed to the back burner? Did Father Time step in, kick you in the face and remind you of your already overstuffed schedule?</p>
<ul id="logos">
<li id="image-spark"><a href="http://www.imgspark.com/" title="Image Spark">Image Spark</a></li>
<li id="dribbble"><a href="http://dribbble.com/" title="Dribbble">Dribbble</a></li>
<li id="kontain"><a href="http://www.kontain.com/" title="Kontain">Kontain</a></li>
</ul></div>
<div class="narrow right">
<p>If that last question hits too close to home, don&#8217;t worry. You can knock Father Time right back.</p>
<p>Any idea that is written down and discussed with genuine enthusiasm by your team is worth it—despite how crazy it might sound. What tends to be ridiculous is trying to shoehorn another sizable project into your already tight schedule. With too much client work floating around, it can be overwhelming and difficult to try and get anything else off the ground.</p>
<p><strong>Don&#8217;t let that stop you.</strong></p>
</p></div>
<div class="clear"></div>
<h2 id="section2">What is a hack night?</h2>
<p class="regular left">A &#8220;Hack Night&#8221; is time set aside to experiment, but with a group of like-minded people or coworkers. Pick one night out of the week and stay late. In this extra time, get organized and plan your attack for getting your hobby project off the ground. Even just an hour past the sound of the factory whistle is enough to be productive. Two hours after work is enough to get you a basic plan and the beginnings of something special. Three hours&#8230; well you get the idea. The more time devoted to a side project, the more that can be accomplished. The point is that time can be made outside of work but within the confines of the workplace. Come up with a good idea and execute it with your workmates within the time that has been set aside for your idea.</p>
<div class="narrow right">
<p><strong>Bam.</strong></p>
<p>Personally, I have been able to take part in such an event. Every Thursday night a handful of coworkers and I stay after five to build this little side project of ours. How long do we stay? Depends on the schedule. Yes, we have created a schedule for things outside of our normal workday schedule. Trust me, it&#8217;s organized. Every person has a job to do and he or she must adhere to the schedule for this project to be successful.</p>
</p></div>
<div class="clear"></div>
<div class="right">
<h2 id="section3">Really? Another schedule?</h2>
<div class="regular">
<p>Hobbies (like model ship building) are a great way to pass time. You start it when you want and you can end it on your own time, leisurely piecing it together along the way, when you can fit it into your day.</p>
<p>Hobby <em>projects</em> work a little differently if you are taking them seriously. Sure, you can spend a few hours every week working on this &#8220;next big idea,&#8221; but if there is no schedule, chances are you won&#8217;t get anything done. It&#8217;s even worse when you announce your big idea aloud to your coworkers.</p>
<p>&#8220;Hey, everybody! I am going to ride my lawnmower across the continent!&#8221;</p>
<p>Believe it or not, <a href="http://sivers.org/zipit">studies have shown</a> that announcing your goal makes you less motivated to actually accomplish it. As soon as you announce a goal, your brain registers it as complete, after which the motivation starts to wane. This, of course, pertains to working on projects on your own and can be mitigated with working in a group setting.</p>
<p>If you schedule time with others, you will be more motivated to get the task at hand finished in a timely manner. Someone will always be there to keep you on task and you will be more likely to move forward when everyone is working towards one single goal.</p>
</p></div>
</p></div>
<div class="left" id="aside">
<p>Tests done since 1933 show that people who talk about their intentions are less likely to make them happen.</p>
<p>Announcing your plans to others satisfies your self-identity just enough that you&#8217;re less motivated to do the hard work needed.</p>
<p>In 1933, W. Mahler found that if a person announced the solution to a problem, and was acknowledged by others, it was now in the brain as a &ldquo;social reality&rdquo;, even if the solution hadn&#8217;t actually been achieved.</p>
<p>NYU psychology professor Peter Gollwitzer has been studying this since his 1982 book “Symbolic Self-Completion” and recently published results of new tests in a research article, “When Intentions Go Public: Does Social Reality Widen the Intention-Behavior Gap?”</p>
<p>Four different tests of 63 people found that those who kept their intentions private were more likely to achieve them than those who made them public and were acknowledged by others.</p>
<p>via: <a href="http://sivers.org/zipit" title="Derek Sivers">Derek Sivers</a></p>
</p></div>
<div class="clear"></div>
</p></div>
<p><!--end hack--></p>
<div id="bonus-wrapper">
<div id="bonus">
<h2 id="section4">Bonus</h2>
<div class="regular left">
<p>Several things stem from this type of group work execution.</p>
<h3>First off, your imagination is<br />
getting a workout.</h3>
<p>In many cases, doing nothing but client work can cause a bit of stagnation within your organization. Brainstorming sessions may (and should) be taking place, but most of the time it isn&#8217;t happening because of your idea. The idea might be owned by the client and that might not be as stimulating as the plan you have been wanting to hatch.</p>
</p></div>
<div class="narrow right">
<h3>Hack Nights allow you to take your idea and run free with it.</h3>
<p>Secondly, successful ideas may expand into something extremely popular with the internet masses. Your idea could be the next Twitter or some other pioneering social network. Your idea might be a way to launch coffee grounds out of a cannon right to a customer&#8217;s door with extreme accuracy. Who knows? One cannot gain anything without attempting to do something first, right?</p>
</p></div>
<div id="divider1"></div>
<div class="regular left">
<h3>Hack Nights may allow you to get your name out there.</h3>
<p>Lastly, this could be a turning point for your agency. The profit model might shift from that of a design house that produces work for clients to a company that makes most of its profit from a service it provides. For example, <a href="http://ellislab.com/">EllisLab</a> charges for <a href="http://expressionengine.com">ExpressionEngine</a>, while simultaneously spending the rest of their time experimenting and improving other projects such as CodeIgnitor because they can afford to spare the time. <a href="http://www.mk12.com">MK12</a>, a motion graphics agency, took a whole year off all client work to produce their own in-house project, a film entitled <em><a href="http://www.historyofamerica.tv/">History of America</a></em>. Both of these examples show that it is possible to allow more time for personal experimentation and innovation.</p>
</p></div>
<div class="narrow right">
<p class="no-margin"><a href="http://expressionengine.com/" title="Expression Engine"><img src="http://designinformer.com/wp-content/uploads/hack-nights/expression-engine.jpg" width="342" height="340" alt="Expression Engine" /></a></p>
</p></div>
<div id="divider2"></div>
<div class="regular aligncenter">
<h3>Hack Nights can start a new chapter in the advancement of your agency.</h3>
<p>These are all best-case scenarios and  it&#8217;s still possible for anybody to succeed. Your &#8220;next big idea&#8221; could also fail. It could fail horribly. Even so, that possibility is never something that should discourage your efforts to innovate and push yourself and your agency forward.</p>
<p>So if morale and innovation could stand to be boosted within your team, give the Hack Night approach a good old college try.</p>
</p></div>
</p></div>
</p></div>
<div id="finish"></div>
</p></div>
<p><!--end article-wrapper-->
</div>
<p><!--end master--></p>
<img src="http://feeds.feedburner.com/~r/design-informer/~4/LhlRN2_-u7E" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://designinformer.com/hack-nights/feed/</wfw:commentRss>
		<slash:comments>19</slash:comments>
		</item>
		<item>
		<title>The Process Behind Good Illustration (Part 3)</title>
		<link>http://designinformer.com/the-process-behind-good-illustration-part-3/</link>
		<comments>http://designinformer.com/the-process-behind-good-illustration-part-3/#comments</comments>
		<pubDate>Thu, 24 Jun 2010 10:37:16 +0000</pubDate>
		<dc:creator>Natalie Sklobovskaya</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Art Directed]]></category>
		<category><![CDATA[Illustration]]></category>
		<category><![CDATA[Process]]></category>

		<guid isPermaLink="false">http://designinformer.com/?p=406</guid>
		<description><![CDATA[<p>In <a href="http://designinformer.com/the-process-behind-good-illustration-part-2/">Part II</a> I started a list of some personal process-oriented thoughts on illustration&#8212;more specifically about some ways to help broaden the creative process and make its execution more effective. In this Part III, I'll wrap up the list in the same vein as Part II's, with a few more of my thoughts on the subject.</p>
<p>Once again, while I hope these tips strike the right chord with readers from all creative fields and levels, I share them partially because many of them are still so freshly new in my head, and I can recall vividly their having planted themselves there during my time as a student. That said, there's plenty more learning to be done on my end as well, and I invite you to share your responses and your own additions to the list in the comments, no matter what corner of the creative world you are from.</p>]]></description>
			<content:encoded><![CDATA[<div id="illustration">
<div id="container-alt">
<div id="header-alt">
<p id="logo-alt"><a href="http://designinformer.com" title="Back to Design Informer Home">Design Informer</a></p>
<h1 id="title">The Process Behind Good Illustration &#8211; According to a Young Illustrator (Part III)</h1>
<p id="byline">by <a href="http://sklobovskaya.com">Natalie Sklobovskaya</a> for <a href="http://designinformer.com">DesignInformer</a></p>
</div>
<div id="content-alt">
<h2 class="intro3">Good Process and Good Design (Continued)</h2>
<p>In <a href="http://designinformer.com/the-process-behind-good-illustration-part-2/">Part II</a> I started a list of some personal process-oriented thoughts on illustration&mdash;more specifically about some ways to help broaden the creative process and make its execution more effective. In this Part III, I&#8217;ll wrap up the list in the same vein as Part II&#8217;s, with a few more of my thoughts on the subject.</p>
<p>Once again, while I hope these tips strike the right chord with readers from all creative fields and levels, I share them partially because many of them are still so freshly new in my head, and I can recall vividly their having planted themselves there during my time as a student. That said, there&#8217;s plenty more learning to be done on my end as well, and I invite you to share your responses and your own additions to the list in the comments, no matter what corner of the creative world you are from.</p>
<p>Enjoy, and a special thanks to returning readers from Parts <a href="http://designinformer.com/the-process-behind-good-illustration-part-1/">One</a> and <a href="http://designinformer.com/the-process-behind-good-illustration-part-2/">Two</a>!</p>
<h2 class="part3">Part III: A Few More Tips and Tricks</h2>
<h3>Don&#8217;t be in a hurry to use the computer.</h3>
<div class="left">
<img src="http://designinformer.com/wp-content/uploads/good-illustration-3/ex-leyendecker.jpg" alt="J.C. Leyendecker" class="shadow frame col"/></p>
<div class="credits">Detail of illustration by J.C. Leyendecker.</div>
</div>
<p>A finished and good illustration doesn&#8217;t <em>at all</em> mean it was done in Photoshop or Illustrator and polished to pixel-perfection! Take a look at J. C. Leyendecker (illustration on left) and Norman Rockwell&#8217;s work and all those greats earlier in the centuries when we didn&#8217;t have Adobe or Google &mdash; <em>(&#8230;what?)</em>. They didn&#8217;t have the convenience of unlimited colors a click away and the ability to mask and smudge and whatnot. They had more <strong>limitations</strong>, and when you design/draw under limitation, your design is usually stronger because you have to do <em>more</em> with what you have.</p>
<p>Also, digital tools give you <strong>too much control</strong> &mdash; like <a href="http://designinformer.com/the-process-behind-good-illustration-part-2/#outside">going out into the world</a>, many of your best ideas are unreachable unless you stumble upon them through experimentation. And, it is much easier to experiment when you let yourself feel out of control with some hands-on media, and not RGB values and digital brushes where you know exactly what you will get and can Ctrl/Cmd+Z out of everything at any time.</p>
<div class="clear pad"></div>
<p>So! Pull out your acrylics/colored pencils/watercolors/stencil/pencil/cardboard debris/copic markers and just pretend that&#8217;s all you had (pssst&#8230; you can always scan it in and touch it up in Photoshop later <img src='http://designinformer.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  ). There&#8217;s something you will get out of those tools that you could <em>never</em> get out of working digitally, and that just might be what your image would work really freaking good with.</p>
<div class="note">
<p>If/when you transition to digital work, I strongly recommend to invest in a <strong>tablet and stylus</strong>, if you do not have one already. It might at first seem like just a fancy toy for those with fat wallets, but it is nothing of the sort (at least to me!). Even if your prime thing is vertex-by-vertex vectoring, it&#8217;ll help remarkably to bridge that gap between your brain and your software &mdash; the way you interact with a tablet/stylus is much more intuitive than the way you interact with a mouse or a keyboard.</p>
</div>
<p>&#8230;As one last vote for traditional media, it has so much more heart. There&#8217;s a reason mankind&#8217;s appreciation of fine art emerged in it!</p>
<h3>Ask for feedback &mdash; <em>all the time</em>.</h3>
<div class="center blockExample">
<img src="http://designinformer.com/wp-content/uploads/good-illustration-3/ex-feedback.png" />
</div>
<p>Is this you (the girl, that is)? I know it&#8217;s certainly me sometimes, though thankfully it&#8217;s gotten better lately. But if I could go back in time, I&#8217;d beat myself over the head for missing out on such a tremendous untapped resource every time I did this!</p>
<p>Of course <em>you</em> know what you&#8217;re drawing, and that the orb-like thing in the corner symbolizes a microcosmic Earth, and that the colors on the guy&#8217;s glove and the pattern on the scarf are supposed to reference the Croatian flag. That could very well be the staple of your illustration, and that&#8217;s good that you know what you have in mind &#8212; <strong>but does it come through?</strong> Would someone who was not in your head when you conceived this idea know it from looking at it?</p>
<p>In fine art, this is sometimes not a necessary step &mdash; for instance, Monet didn&#8217;t need anyone to attest to the fact that his haystacks were <em>indeed his visual impression of them</em>. The effect that a piece of fine art has on its viewer is of course certainly a factor, but <strong>in illustration this communication is an absolute necessity</strong>.</p>
<p>So gather your friends and take them seriously, even if they don&#8217;t have an artistic bone in their body! Because what they <em>do</em> have are eyes, and they&#8217;re eyes that aren&#8217;t yours, at that, and that&#8217;s all you need. Show them what you&#8217;re working on, and &#8212; don&#8217;t tell them first! &#8212; ask them what they think the picture is about. What they notice first. What part is most evocative to them. If their answers don&#8217;t match up with your intentions, figure out what it was that led them to draw the wrong conclusions, and what adjustments you should make to your picture so the hierarchy and message is corrected.</p>
<p class="note">Having artsy-inclined friends here is helpful, since unlike non-artists, they very often can quite literally point you in a direction for what to fix!</p>
<h3>Use references.</h3>
<blockquote><p>Cartooning is about abstraction; illustration is about information.
<div class="author">My professor <a href="http://johnhendrix.com">John Hendrix</a></div>
</blockquote>
<p>Ever wonder how those graphically-realistic graphic novels look so&#8230; realistic? And yet stylized? It&#8217;s not that the artist just naturally knows how to draw everything and know where all the shadows fall and where every line on every character&#8217;s face goes (though they sure make it look like they do, and sometimes they actually know a very impressive amount). It&#8217;s that they&#8217;ve <strong>studied and used extensive references</strong> and consciously appropriated and communicated the visual information.</p>
<p>Remember, an illustration doesn&#8217;t have to be hard-core realistic &#8212; accurate visual information can be delivered even through a stylized drawing. But, <strong>incorrect information can be very distracting</strong>, and, as we already know, the less distracting material, the better. (<a href="#skills">Which is where experience and artistic skill are incredibly important.</a>)</p>
<div class="left">
<a href="http://agent44.com/blog2/?p=828"><img src="http://designinformer.com/wp-content/uploads/good-illustration-3/ex-fish.jpg" alt="'Fish' by Gregory Mone, cover illustration by Jake Parker" class="shadow frame col"/></a></p>
<div class="credits">
<u>Fish</u> by Gregory Mone,<br/>cover illustration by <a href="http://agent44.com/blog2/">Jake Parker</a>.
</div>
</div>
<p>A case study, as an example: there is <a href="http://agent44.com/blog2/?p=828">this great blog post</a> by illustrator Jake Parker which describes in words (and excellent pictures!) his process of creating book cover art. He started with a thumbnail, and ended up with a gorgeous digital illustration, but not without consulting real life for guidance. Studying a model ship for details on its form and moving parts (feel free to forgo this step if you&#8217;re a ship construction wiz), taking a picture of his son standing on a chair to get the boy&#8217;s legs and feet just right, etc. Not even the pros know nature, the physics of light, etc. so intimately that they can reproduce it on call! (Though, <a href="#skills">the more you know the better</a>.)</p>
<p>&#8230;Well, except maybe Leonardo Da Vinci, I take off my hat to him. But he was so excellent at his art precisely <em>because</em> he respected nature enough to spend his life studying it and drawing his inspiration from it. And if <a href="http://richworks.in/2010/06/how-to-seek-inspiration-from-leonardo-da-vinci/">Leonardo isn&#8217;t too cool for nature</a>, none of us are. <img src='http://designinformer.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<div class="clear"></div>
<h3>Take breaks.</h3>
<p>I know I&#8217;m the kind of person who&#8217;ll sit down and grind away at a drawing for 15-20 hours straight, and let me tell you, <em>that&#8217;s not the way to go</em>. I will hang my head in shame that I am still guilty of this on occasion.</p>
<ol>
<li>You will actually <strong>save yourself time by taking breaks</strong>, since your eye will get drastically less perceptive the more you stare at your work. The keenness of your visual attention will drop by a <em>huge</em>  margin, and thus, your drawing will take longer, or turn out worse. (Ever gone back to an old doodle that you thought looked fine only to cringe and think, <em>Crikey, how did I draw that so deformedly</em>?)</li>
<li>You run a high risk of getting discouraged or running into artist&#8217;s block as your <strong>brain gets less acute</strong> (obtuse?) as you work, too!</li>
<li>The <a href="http://designinformer.com/the-process-behind-good-illustration-part-2/#outside"><strong>artistic process happens everywhere</strong></a> &#8212; and often <em>not</em> being visually accosted with what you&#8217;re working on is what will generate a really revolutionary idea in you.</li>
</ol>
<p>So. I know you&#8217;re excited about your drawing, but take a breather! Put your stylus/pencil/whatever down and <a href="http://designinformer.com/the-process-behind-good-illustration-part-2/#outside">go for a walk</a>. &#8230;Don&#8217;t forget your camera/sketchbook, though. <img src='http://designinformer.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<h3>Think big &#8212; small will come.</h3>
<p>It&#8217;s very hard to see the whole picture while you&#8217;re scribbling lines here and there, and it&#8217;s the whole picture that&#8217;s going to be doing the work later. So, put down your pencil occasionally and just take a few minutes to look at what you did &#8212; evaluate the hierarchy, the mood, the balance, the composition, etc.</p>
<p>Some tips that I found help:</p>
<ol>
<li>Always <strong>mock up thumbnails first</strong>. Even if you&#8217;re in the coloring stage, make &#8220;color thumbnails.&#8221; (thumbnails of your drawing with rough colors blotted in) Your eye can see things much easier when it has everything in its field of vision.</li>
<li>This may be a strange personal regimen, but before you start thinking about color, <strong>show your pencil sketch some love</strong>. Get visual references, use a ruler, get a nice clean sheet of paper (if you have to), go over the lines in Photoshop, etc. &#8212; do whatever you have to do make a nice clean drawing. Spending time on getting the sketch clean and right has saved me inordinate time and frustration later so many times I can&#8217;t ever bring myself to move on unless I have completed this stage in its entirety. Even if you don&#8217;t think the line work will be a prominent element in your final piece, do this anyway. It&#8217;ll force you define a <em>lot</em> of what your piece will have in it before you go any further, and point out potential problem areas before you get too deep into your process.</li>
<li>Remember how smart your eye is &#8212; it will fill in information, correct imperfections, etc. and you won&#8217;t even notice that the guy you&#8217;re drawing has his head skewed 30 degrees northeast. So, if you&#8217;re working digitally, take advantage of those Transform functions and just try <strong>flipping your drawing horizontally</strong>. It will immediately point out bad angles, odd skews of lines, asymmetries you never noticed before, etc. You&#8217;ll be amazed! If you&#8217;re working traditionally, just hold up your drawing to a mirror. If neither of those are available, remember to take breaks so you can look at it with a fresh eye.</li>
<li>Blow up the size and <strong>work larger</strong> than you want the final product to be (just pretend you had to make it that big!) When you scale it down later, you&#8217;ll hide imperfections but keep the high resolution of detail you ended up creating in there.</li>
</ol>
<h3>Save new versions of your files periodically.</h3>
<div class="left">
<img src="http://designinformer.com/wp-content/uploads/good-illustration-3/ex-process.jpg" alt="My process trail" class="shadow frame col"/></p>
<div class="credits">One of my own process trails, for one illustration.</div>
</div>
<p>&#8230;And by &#8220;periodically&#8221; I mean all the time. (If you have a document open in Photoshop right now, stop reading this article and go save a backup copy of it.) Even if you just do a quick Save As &#8220;Birdhouse_2.psd&#8221; and then &#8220;Birdhouse_3.psd&#8221; later, etc. Right now. This way you&#8217;ll have something to <strong>fall back to</strong> if something goes wrong with your file (which will happen when you least want it to) or you discovered you ran off in a direction that wasn&#8217;t that great and want to <strong>backtrack </strong>a bit.</p>
<p>The screenshot of my own process trail on the left might be a slightly over-the-top example, but I was terrified of losing what I had done&#8230;</p>
<div class="clear pad"></div>
<p>Another bonus to this is that you&#8217;ll also automatically generate a process trail to easily look back through the versions of the work you saved.</p>
<p>Oh, speaking of&#8230;</p>
<h3>Keep a paper trail of your process.</h3>
<p>This is 100% for you, unless you care to share it, and I can&#8217;t stress its importance enough. I severely underestimated process-documenting until very recently, and I never realized how much you can learn just from examining how you work.</p>
<ol>
<li>Look at it critically and try to identify common <strong>rut points</strong> in your process</li>
<li>&#8230; and things you tend to do the same way (good places to <a href="http://designinformer.com/the-process-behind-good-illustration-part-2/#experiment">experiment</a> later)</li>
<li>Note techniques that worked and that didn&#8217;t work, and how you resolved them.</li>
<li>Study how you get from one step to the next.</li>
<li>Study your strengths but also your <strong>limitations</strong>. That last one is unbelievably important&mdash;the design world is so heavily focused on selling oneself that we often forget how important it is to verbalize our weaknesses, too! How else would we know where to get better, how to evaluate our work, or know when we might not be the best person for the job?</li>
</ol>
<p>Plus, it&#8217;s kind of like watching a time-lapse video of a building being built &#8212; looking back on your process is just really fun!</p>
<p class="no-margin"><a name="skills" id="skills"></a></p>
<h3>Build up skills.</h3>
<p>This might sound a bit out of place for an article that&#8217;s all about democratizing illustration, but I thought it would be a nice (if more serious) closing note.</p>
<p>The image carries the bulk of the communicative burden in illustration, whereas in &#8220;design&#8221; the burden can be split up between image, typography, abstract elements, etc. Bad design decisions will hurt the illustration in almost all cases, and certainly not all illustrations need a skilled figure painter to pull them off. But some will. And, especially if you&#8217;re just starting out, the best favor you can do yourself right now is build up those skills so you have no barriers later.</p>
<p>I read an article recently by the <em>Dungeons &amp; Dragons</em> art director Jon Schindehette, titled <em><a href="http://artorder.blogspot.com/2010/05/what-do-i-look-for-in-portfolio.html">What do I look for in a portfolio</a></em>. In it, he summarized what skills he looks for illustration portfolios to demonstrate, and it moved me to ponder just how important <strong>strong artistic skills</strong> are to the field. Even in this article series, I&#8217;ve seemingly written so much about how design skills are so much more important to illustration than &#8220;art skills&#8221; and how &#8220;art&#8221; is a big no-no, so what gives?</p>
<p>Design Informer reader <a href="http://www.what-a-geek.com">Adit Gupta</a> left a comment on <a href="http://designinformer.com/the-process-behind-good-illustration-part-2/#comments">Part II</a> of this series, regarding the importance of understanding the nature and direction of light in illustration. I did not include an individual discussion of light, perspective, etc. in these articles until now because they&#8217;re part of a whole separate beast: the <strong>mechanics of art and artistic skill</strong> that, while usually cannot be effective illustration in and of themselves, are inordinately important to the success of the best ones out there.</p>
<p>So what are these skills?</p>
<blockquote><p>General skills required to provide consistent quality.</p></blockquote>
<p>&#8230;wrote Jon. That&#8217;s all that stuff you learn in drawing class that many of us students swore we&#8217;d never need again once we&#8217;d get Adobe Illustrator under our fingers, and vectors, and&#8230; digital, and stuff!</p>
<p>It&#8217;s understanding the <strong>basics of anatomy, light, perspective, motion, artistic mediums, et cetera</strong>. Visual research (as discussed above) will of course be necessary to make sure you have everything accurate for your piece, but the more you know right off the bat, the less of a barrier you will have between your <em>idea in your head</em> and <em>putting it down on paper</em>.</p>
<p>And it&#8217;s not to say that each illustration <em>must</em> show a mastery of perspective, light, anatomy, various mediums and other visual knowledge, else it&#8217;s not impressive (illustration, like design, must have content). It&#8217;s just that <strong>some illustrations WILL need them and will suffer without them</strong>. Whether the mood and message is hurt because the colors and light aren&#8217;t right, or the story isn&#8217;t conveyed because poor understanding of anatomy affects the body language of the figure, the list can go on and on.</p>
<p>You <em>can</em> find a niche in illustration without having these skills, but if you have them, you&#8217;ll be a stronger illustrator for it.</p>
<div class="left">
<img src="http://designinformer.com/wp-content/uploads/good-illustration-3/ex-monet.jpg" alt="Monet once again" class="shadow frame col"/>
</div>
<p><strong>You could say, perhaps, this is where illustration separates from good ol&#8217; basic design principles a little bit and joins right back up with &#8220;art.&#8221; Since image is king here and images are inherently made by incarnating an idea in an artistic medium, illustration embraces some of the same things that make even the finest of fine art tick.</strong></p>
<p>But that&#8217;s beyond the scope of this article.</p>
</div>
</div>
</div>
<img src="http://feeds.feedburner.com/~r/design-informer/~4/SOVI22JEuiY" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://designinformer.com/the-process-behind-good-illustration-part-3/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>The Process Behind Good Illustration (Part 2)</title>
		<link>http://designinformer.com/the-process-behind-good-illustration-part-2/</link>
		<comments>http://designinformer.com/the-process-behind-good-illustration-part-2/#comments</comments>
		<pubDate>Thu, 17 Jun 2010 08:40:16 +0000</pubDate>
		<dc:creator>Natalie Sklobovskaya</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Art Directed]]></category>
		<category><![CDATA[Illustration]]></category>
		<category><![CDATA[Process]]></category>

		<guid isPermaLink="false">http://designinformer.com/?p=404</guid>
		<description><![CDATA[<p>In <a href="http://designinformer.com/the-process-behind-good-illustration-part-1/">Part I</a> we skimmed the surface on a few points regarding when an <strong>image</strong> becomes an <strong>illustration</strong>. But, of course,  this knowledge isn't very useful if we don&#8217;t know how to apply it to our work when the pencil hits the paper! Or, stylus hits the tablet, whatever it is you do.</p> 
<p>In this second part of the article, I'd like to share some of these practices that have been invaluable to me as an illustration student, and ones that I will carry with me for a long time to come.</p> ]]></description>
			<content:encoded><![CDATA[<div id="illustration">
<div id="container-alt">
<!---------------------------------------------- Header ----------------------------------------------></p>
<div id="header-alt">
<p id="logo-alt"><a href="http://designinformer.com" title="Back to Design Informer Home">Design Informer</a></p>
<h1 id="title">The Process Behind Good Illustration &#8211; According to a Young Illustrator (Part II)</h1>
<p id="byline">by <a href="http://sklobovskaya.com">Natalie Sklobovskaya</a> for <a href="http://designinformer.com">DesignInformer</a></p>
</div>
<p><!---------------------------------------------- Content ----------------------------------------------></p>
<div id="content-alt">
<!---------------------------------------------- Intro ----------------------------------------------></p>
<h2 class="intro2">Good Process and Good Design</h2>
<p>In <a href="http://designinformer.com/the-process-behind-good-illustration-part-1/">Part I</a> we skimmed the surface on a few points regarding when an <strong>image</strong> becomes an <strong>illustration</strong>. But, of course,  this knowledge isn&#8217;t very useful if we don&#8217;t know how to apply it to our work when the pencil hits the paper! Or, stylus hits the tablet, whatever it is you do.</p>
<p>It&#8217;s easy to think there&#8217;s no way you can make anything look good because you don&#8217;t know how to use Adobe Illustrator, or can&#8217;t draw people worth beans, etc. And if that&#8217;s your concern, don&#8217;t worry one bit &#8212; <strong>skill-related knowledge</strong> is nothing that can&#8217;t be built up with practice and time. Those that have natural gifts will get there faster, but the doors are closed to no one. There are, however, staples to illustration that have nothing to do with how good you are at drawing or using Photoshop &mdash; they transcend into the realm of <strong>good process and good design</strong>, and I&#8217;ve believed that studying illustration is much more about this than about the former.</p>
<p>In this second part of the article, I&#8217;d like to share some of these practices that have been invaluable to me as an illustration student, and ones I think I will carry with me for a long time to come.</p>
<div class="note">
<p>This part deals a lot more with actual practice, technique, etc. &mdash; so, not everyone will think and work this way best. My goal here is not to provide an exhaustive and definitive list, but just to share a few tips that I felt have really pushed my own learning leaps and bounds. Part III (next week) will pick up with the second half of this list, but please feel free to share your responses so far in the comments!</p>
</div>
<p>Without further ado&#8230;</p>
<p><!---------------------------------------------- Part 2 ----------------------------------------------></p>
<h2 class="part2">Part II: So how do we do it?</h2>
<h3>Draw actively.</h3>
<blockquote><p>If it&#8217;s not distracting, add it. If it&#8217;s not necessary, remove it.</p></blockquote>
<p>&#8230;And this is why it can take a very long time! In the end the goal is to get your illustration down to a point when as much as possible of what&#8217;s in it (people, their actions, props, setting, shapes, whatever it may be) is actively catering to your purpose &mdash; and as much of what&#8217;s not is removed. Heck, you might not need more than a line-drawing or <a href="http://xkcd.com">stick figures</a>.</p>
<p>Some assorted points in my head on this:</p>
<ol>
<li>More generally, just <strong>answer the &#8220;why&#8221; question at every step</strong> &#8212; why you chose those colors and those sharp edges here, why this character&#8217;s head is so big, why is the focus on the red circle &mdash; what is it doing to communicate the idea, and <strong>is there a clearer way to do it</strong>? And if you ever catch yourself rationalizing something with &#8220;it just looks cool&#8221; &mdash; take a step back. Illustration can definitely look cool, but everything cool in it has got to be for a reason.
</li>
<li>In general, always <strong>think &#8220;pare down&#8221; and &#8220;less is more&#8221;</strong> &#8212; chances are you have way more stuff in your picture than is really necessary!</li>
<li>On the flip side, a good illustration can be as fully-rendered as a detailed painting &#8212; but that would mean that you didn&#8217;t just add it because you felt like it. For instance, if that was the only way to get a necessary mood across, or if the illustration specifically relied on referencing Renaissance-era fine art, for example.</li>
<li>If you arrived at a decision (style, colors, etc.) &quot;by accident&quot; that doesn&#8217;t necessarily mean it&#8217;s inappropriate or unjustified. In fact, <a href="#experiment">experimenting is <del>often</del> the only way to determine if something works or not!</a></li>
<li>
<p>Think about specific <strong>visual metaphors</strong> that get your point across most clearly &#8212; for example, how do you illustrate a feeling of happiness? A character looking euphoric, light colors, anything cute and personified (alas), a big grin, radiating beams, whatever it may be &#8212; and that might be all you need.</p>
<div class="note">
<p>
If you&#8217;re having a hard time with this, there is a <a href="http://blog.jilliantamaki.com/2008/10/idea-generation/">great article by illustrator Jillian Tamaki</a> on this subject that has helped me tremendously. I couldn&#8217;t have said what she wrote better.
</p>
</div>
</li>
<li>
<p>Pay a great deal of attention to <strong>hierarchy</strong>, or the order of importance. There are several hierarchies to consider &mdash; hierarchy of color, value, scale, etc. &mdash; they all work together to comprise one overall visual hierarchy. As an illustrator, your job to define exactly what your viewer sees first, where and how their eye is guided around the picture, and what narrative, if any, unfolds from it (this is crucial to getting a message across). Be thinking about how changing the color and size of elements affects this balance and how to use it to your advantage.</p>
<p>You&#8217;ll find a lot of it is common sense &mdash; for instance, bigger things are seen first, as are more vibrant colors. A greyscale illustration with one bright red object will draw very particular attention to that object. A picture where the front-and-center is dominated by a figure will place a lot of importance on that figure, no matter its color. Moving that figure off to the side would already shift the balance a great deal. So on and so forth. <img src='http://designinformer.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  There&#8217;s no rule to figuring out the best composition; again, and again, the general recipe is <a href="#experiment"><em>Try it and See</em></a>.</p>
</li>
<li><strong>Be careful where you add details</strong> &#8212; details are closely related to where the viewer should be getting more visual information out of (which could really affect your hierarchy and, in turn, your illustration&#8217;s effectiveness). Inaccurate details could be distracting as well, so using informed visual references where needed is very key (more on this later).</li>
<li><strong>Think &#8220;more obvious&#8221; </strong>&#8212; you don&#8217;t have to beat the viewer over the head with what you&#8217;re trying to say, but the more blunt you are, the faster you&#8217;ll get the point across. And sometimes that will mean exaggeration and altering reality. For example, it&#8217;s much easier to convey the fact that something is shiny or glowing by drawing little cartoon lightbulb rays coming out of it, than it is to render the whole thing in realistic lighting and set that object in a realistic glow. (This is one of those things that could do a lot to dictate what visual style you execute your illustration in.)</li>
</ol>
<h3>Use color with discretion.</h3>
<p><strong>&#8230;Are you sure your illustration needs color?</strong> It might not, for instance, if your line work gets the work done. Don&#8217;t forget that a nice clean sketch or a non-colored line work drawing can be a finished illustration!</p>
<div class="left">
<a href="http://chi-burger.blogspot.com/2010/06/blue.html" title="Chi-Wen Lee's blog"><img src="http://designinformer.com/wp-content/uploads/good-illustration-2/ex-cwl.png" alt="Illustration by Chi-Wen Lee" class="shadow frame col" width="320" height="324" /></a></p>
<div class="credits">Illustration &copy; <a href="http://chi-burger.blogspot.com">Chi-Wen Lee</a>. Used with permission.</div>
</div>
<p>If you add color, it should be because you need it (you very often will).</p>
<p>You might need color, for instance, if your line work alone does not separate shapes as <strong>clearly</strong> by itself (for instance if all your line-weights are very similar and it&#8217;s difficult to see what is where), and if color will help set apart foreground and background, focus attention on something, set a necessary mood, etc.</p>
<p>On the left are two versions of <a href="http://chi-burger.blogspot.com">Chi-Wen Lee</a>&#8216;s illustration (you can view her entire process on this project on her blog <a href="http://chi-burger.blogspot.com/2010/06/blue.html">here</a>). The cut-out by itself does not read as clearly because of the complexity of the lines, all of which have similar weights (thickness). In other words, it&#8217;s very hard to see where the dragon is! But, upon adding color, however, the image is much clearer, and there&#8217;s a sense of hierarchy and even space that was not there before.</p>
<div class="clear pad"></div>
<h3>If you must color&#8230;</h3>
<p>&#8230;Then remember you&#8217;ll probably need <em>far fewer colors than you think.</em> Look at your favorite illustrations, and I bet you you can identify 3-4 hues <em>tops</em> (if not just 1-2) that it uses for <em>all</em> its parts. And it&#8217;s true! You don&#8217;t need the whole rainbow.</p>
<p>Get yourself a color wheel and pick a palette of 2-3 compatible colors and stick to them (and perhaps different shades of them, but no more hues). The fewer your choices, the more strict and grounded your decisions will have to be as to which part of the picture needs what color, which means you must make good design decisions in picking them. (And any time you make good design decisions, you score major brownie points!)</p>
<blockquote><p>Hold up. What does &ldquo;compatible&rdquo; mean, and how do I pick these compatible colors?</p></blockquote>
<p>&ldquo;Compatible&rdquo; colors merely means they work together harmoniously. Harmonious doesn&#8217;t necessarily mean &ldquo;tranquil&rdquo; or &ldquo;happy&rdquo; &mdash; it just means having some sort of relationship amongst all of them that permeates them.</p>
<p>The goal isn&#8217;t to starve you of color choices, or force you to make unrealistic ones. Just like an outfit becomes harder and harder to put together the more colors and patterns you introduce, it becomes harder and harder to make a drawing&#8217;s colors look good together the more of them there are. Which is why a limited and considered color palette is very important, lest color become a distraction because of its incongruence.</p>
<p>Any two colors could work together, two colors can be bridged with a third color that would work well with them, and any one color will resolve well with shades of itself.<strong>Knowing this, how can we come up with a limited but flexible color palette without using the whole rainbow?</strong></p>
<p>First, let&#8217;s look at some ways to select up to 3 <em>hues</em> from our color wheel. <em>(This is the method that I&#8217;ve been taught and that I use myself, but I&#8217;m sure there&#8217;s more than one way to wrap one&#8217;s brain around this.)</em></p>
<p>
<img src="http://designinformer.com/wp-content/uploads/good-illustration-2/ex-colors.png" alt="Example of color relationships" width="688" height="290" />
</p>
<p>
Now, you can generate other compatible colors that stick within your palette by pulling those colors apart a little bit. To do so, adjust their <em>value</em> (light and dark) and <em>saturation</em> (also known as chroma &mdash; how vibrant the color is). You can adjust the <em>hue</em> a bit as well for some nice analogous shades.
</p>
<div class="left">
<a href="http://thanuka.com/index.php?uid=F524D4" title="Tomer Hanuka's web site"><img src="http://designinformer.com/wp-content/uploads/good-illustration-2/ex-th.png" alt="Illustration by Tomer Hanuka" class="shadow frame col" width="321" height="429" /></a></p>
<div class="credits">Illustration &copy; <a href="http://thanuka.com">Tomer Hanuka</a>. Used with permission.</div>
</div>
<p><img src="http://designinformer.com/wp-content/uploads/good-illustration-2/ex-th-colors.png" alt="Color palette in Tomer Hanuka's illustration" width="269" height="294" /></p>
<div class="clear pad"></div>
<p>
&#8230;Though, don&#8217;t forget how flexible even <em>one</em> hue can be! (If one is all you need, then one is all you need.) In the illustration below, the blue color is pulled apart to generate many gray-ish, green-ish, purple-ish, brighter, lighter, and darker blues that serve all the needs of the illustration, but still work together as a small family.
</p>
<div class="left">
<a href="http://thanuka.com/index.php?uid=E1E5DB" title="Tomer Hanuka's web site"><img src="http://designinformer.com/wp-content/uploads/good-illustration-2/ex-th2.png" alt="Illustration by Tomer Hanuka" class="shadow frame col" width="320" height="192" /></a></p>
<div class="credits">Illustration &copy; <a href="http://thanuka.com">Tomer Hanuka</a>. Used with permission.</div>
</div>
<p><img src="http://designinformer.com/wp-content/uploads/good-illustration-2/ex-th2-colors.png" alt="Color palette in Tomer Hanuka's illustration" width="269" height="300" /></p>
<div class="clear pad"></div>
<div class="note">
<p>Illustrator <a href="http://thanuka.com">Tomer Hanuka</a> was kind enough to give me permission to use his works in this article&#8230; I selected his illustrations as my guinea pigs here because I distinctly remember once thinking that colors needed to be photography-realistic to tell a realistic story. Tomer, of course, proved me wrong, and I wanted to pass that on! <img src='http://designinformer.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  )</p>
</div>
<p>When coloring a drawing, it can be difficult to know where to start, when all you have is your black and white sketch staring at you. What I sometimes do before I even start <a href="#experiment">experimenting</a> with color palettes is just zoom out and block in my entire drawing in black-and-white first (or in one hue), focusing on getting the balance and composition of the relative values right. Once those are there (if you are working digitally), it&#8217;s much easier to dive into some <a href="http://tropicaltoxic.blogspot.com/2010/03/pacific-three-color-studies.html">color studies</a>.</p>
<p>If you want to keep reading, Douglas Dowd has a <a href="http://ulcercity.blogspot.com/2008/01/colorful-structures.html">great blog post on this topic</a> that really expands on this. (My summary herein hardly does it justice.)
</p>
<p><a href="http://kuler.adobe.com" title="Kuler"><img src="http://designinformer.com/wp-content/uploads/good-illustration-2/ex-kuler.png" alt="Kuler" class="shadow frame left col" width="319" height="194" /></a></p>
<p>For when you&#8217;re in a hurry or just feel like browsing, Adobe has a nifty tool called <a href="http://kuler.adobe.com">Kuler</a> that will generate lovely compatible palettes for you.</p>
<p><em>Use with great discretion.</em></p>
<div class="clear pad"></div>
<p class="no-margin"><a name="outside"></a></p>
<h3>Go out into the world.</h3>
<blockquote><p>Why can&#8217;t I just search online for inspiration? The Internet is much bigger than anywhere I can walk or drive!</p></blockquote>
<p><em>I know, right??</em> My professors are sticklers for requiring us to obtain ideas and inspiration from everywhere <em>but</em> the Internet, which used to perplex me. And I actually didn&#8217;t internalize the answer until my professor (and illustrator) <a href="http://www.johnhendrix.com">John Hendrix</a> laid it out.</p>
<p>And here&#8217;s the deal. The Internet indeed makes visual stimulus very easy to find these days. There are thousands of blogs dedicated to aggregating inspirational material from website designs to comics, and <a href="http://www.google.com/imghp">Google</a> is available right there for your searching pleasure. But <strong>it&#8217;s not &#8220;searching&#8221; for ideas you want to be doing</strong>. You want to be happening upon them, be surprised by them, have absolutely no influence on their having found you. Anything with you more in control means they&#8217;re coming from your head one way or another.</p>
<p>Discovering brand new ideas online is nigh impossible for exactly this reason, since things you find on the Internet are inherently based on your somehow searching for them. You&#8217;re going to need to type some keywords into the search box, or consciously go to a blog that has material of a known type &#8212; yes, even StumbleUpon is limiting. Using the Internet, thus, means you need to have some idea in your head to search <em>for</em> &#8212; <strong>and how can you search for things that you don&#8217;t know you&#8217;re looking for</strong>?</p>
<p>So. Keep your sketchbook (or even your camera phone) with you and just observe, actively. Take photographs, makes doodles, notes, visit corners of the bookstore or the library you always avoid, browse magazines from the 1930s. You&#8217;re surrounded by visual inspiration every day, most of which you usually dismiss &#8212; but all of it is out there waiting for you, it is not already in your head, and you will not find it unless you open your eyes and let it find you.</p>
<p class="no-margin"><a name="experiment"></a></p>
<h3>Experiment. And then experiment more.</h3>
<p>Don&#8217;t ever throw away what you&#8217;ve done &#8212; but take a few minutes to mock up some thumbnails of <strong>alternative solutions</strong> to whatever it is you&#8217;re doing, be it picking a composition, color-choosing, alternative visual metaphors, etc. Don&#8217;t be timid, and don&#8217;t be afraid to &#8220;ruin&#8221; it (as long as you keep backups). Good design loves rough play; get as big a range of possibilities as possible! So flip that thing horizontally, mess up all the colors to something completely unexpected, change the point of view, upturn the composition to a different angle, add more objects in, remove them, crop the format to a completely different shape, and go nuts. Even if you think the idea won&#8217;t fly. Just try it and see. If you can get a range of 20-50 crazy ideas, you&#8217;ll hit on 2-3 really, really, <em>really</em> good ones you would have never come up with otherwise.</p>
<p>Here are some examples of concrete tips to try that have helped me a lot:</p>
<ul>
<li><img src="http://designinformer.com/wp-content/uploads/good-illustration-2/ex-exp-layers.png" alt="Layers" class="left col shadow frame" width="186" height="191" />If you&#8217;re working digitally, such as in Photoshop, <strong>separate your work into layers as much as possible</strong>, so you can move things around and reposition them easier. I&#8217;ll often have 10-20 layers devoted to <em>just</em> line work (even if it&#8217;s all one color and all part of the same &#8220;outline&#8221;) &#8212; just so I can easily nudge and move and rotate several pieces into good compositional places before I decide on anything.
<div class="clear"></div>
</li>
<li><strong>Backtrack in your process</strong> and try to find points at which there were alternative directions you could have taken, instead of the one that led you to where you are now. And try them.</li>
<li>Possibly the tip I hold closest to my heart: <strong>Zoom out and be rough before you zoom in and be painstaking</strong>. If you reverse this, the sky will fall on your head! Block in colors roughly first to get the overall balance right, do rough thumbnails of compositions without spending too much love on any one of them, et cetera. If it looks good and balanced zoomed out, you can be confident that when you zoom in to work small it&#8217;ll all still sing.</li>
<li><strong>Be inspired.</strong> <a href="#outside">Go out into the world</a>, take two! (If you are keeping a folder of inspirational material, that would be great to dive into too.) Try looking at illustrations, designs, and other visual material that have <em>nothing</em> to do with what you&#8217;re working on &#8212; they would offer up the biggest surprises in terms of directions you didn&#8217;t consider that might work with your drawing, too.</li>
<li>Is it an abstract composition? One super-easy trick to reconsider the composition is just to <strong>rotate the format</strong>. (Or spend some time re-arranging the elements on the page &#8212; which should the viewer be drawn to first, and how does rearranging them change the hierarchy?)</li>
<li><img src="http://designinformer.com/wp-content/uploads/good-illustration-2/ex-exp-person1.png" class="left col shadow" /><img src="http://designinformer.com/wp-content/uploads/good-illustration-2/ex-exp-person2.png" class="left col shadow" width="114" height="122" />&#8230;or perhaps you&#8217;re drawing a person, or people. Do they really need to be visible head to toe, or be right in the center? Things tend to get more interesting if you<strong> change the scale</strong> of the subject relative to the size of the format, experiment with the foregound/middle-ground/background, or play with the edge relationships.</li>
</ul>
<p>So, why &ldquo;waste time&rdquo; on so much experimenting? What if you&#8217;ve got a great idea right away and you&#8217;re certain you love it?</p>
<p>&#8230;it very well <em>may be good</em>, but it may not be the <em>best</em>. And, <strong>the only way to evaluate if it&#8217;s &ldquo;the best&rdquo; or not to compare it to something else</strong> &#8212; and if you make lots of variations of your idea, the more successful will very clearly shine against the less successful ones.</p>
<p><img src="http://designinformer.com/wp-content/uploads/good-illustration-2/ex-exp-person1.png" class="col shadow" /><img src="http://designinformer.com/wp-content/uploads/good-illustration-2/ex-exp-idea1.png" class="col shadow" /><img src="http://designinformer.com/wp-content/uploads/good-illustration-2/ex-exp-idea2.png" class="col shadow" /><img src="http://designinformer.com/wp-content/uploads/good-illustration-2/ex-exp-idea3.png" class="col shadow" width="116" height="122" /><img src="http://designinformer.com/wp-content/uploads/good-illustration-2/ex-exp-idea4.png" class="col shadow" width="114" height="122" /></p>
<div class="clear pad"></div>
<p>Especially if one&#8217;s illustration experience is still in the works, trusting your brain to always be right the first time isn&#8217;t the best idea, which is something I learned the hard way! My last three studio projects were the results of margin sketches I scribbled on loose-leaf paper off-hand, that my professor pointed to and said, &#8220;That. Do that. Throw away this&#8230; *point to sketch I spent 6 hours on*&#8230; and do that.&#8221;</p>
<div class="note">
<p>I found that it&#8217;s actually important that you do this step even if you&#8217;re happy with what you have, almost more so. Something that you really like could be the very pinnacle of your internal idiosyncrasies and thought patterns! So, by all means save what you did, but take even just a few minutes to entertain the idea that you had to completely rethink everything you just made. You just might find that your half-hearted experiment just&#8230; works!</p>
</p></div>
<p><strong>This list has a bit more to it, so stick around for Part III as well next week, in which we will wrap up this outline. Hope some of these are helpful so far!</strong>
</div>
</div>
</div>
<p> <!--- illustration div --></p>
<img src="http://feeds.feedburner.com/~r/design-informer/~4/LP1XqiqEMX4" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://designinformer.com/the-process-behind-good-illustration-part-2/feed/</wfw:commentRss>
		<slash:comments>16</slash:comments>
		</item>
		<item>
		<title>10 Ways To Beef Up Your Website’s Security</title>
		<link>http://designinformer.com/10-ways-to-beef-up-your-websites-security/</link>
		<comments>http://designinformer.com/10-ways-to-beef-up-your-websites-security/#comments</comments>
		<pubDate>Tue, 15 Jun 2010 10:40:19 +0000</pubDate>
		<dc:creator>Blue Derkin</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[Protection]]></category>
		<category><![CDATA[Security]]></category>
		<category><![CDATA[Website]]></category>

		<guid isPermaLink="false">http://designinformer.com/?p=403</guid>
		<description><![CDATA[<p>Hacker attacks across the web are getting more sophisticated every day – after all, they have to. With the increased sophistication of anti-virus protection, firewalls, and application-based updates, hackers who want to stay in business have needed to get more creative. And they have, responding with increasingly sophisticated attacks that have forced the online security industry to scramble to keep up.</p>
<p>So how do the hackers stay ahead of the security experts? One reason is obvious – if they didn't, they'd be out of a job. Another reason is institutional –  a lone hacker working in a basement will be more innovative and faster moving than a large software company, thus more likely to come up with effective hacks.</p>]]></description>
			<content:encoded><![CDATA[<blockquote><p>However, I&#8217;d argue that the factor that plays the biggest role in the continuing success of hackers is a lack of awareness and vigilance on the part of software users and website owners.</p></blockquote>
<p>Sorry to say, but it&#8217;s people who use “password” as their password for everything and those who have two-year old antivirus software that embolden hackers. If everyone was more committed to protecting their own data, then hackers would have a much harder time. As it is, so many people are blissfully unaware of their own vulnerability that, for hackers, it&#8217;s a numbers game – try enough websites and eventually they&#8217;ll find a vulnerable one to exploit. But that site doesn&#8217;t have to be yours!</p>
<p><strong>Here are 10 effective ways to thwart the best efforts of hackers:</strong></p>
<div class="blue-line"></div>
<h3>Website Security Tips</h3>
<h4>Keep Your Versions Updated</h4>
<p>This is one of the simplest ways to stay a step or two ahead of the hackers. By downloading the newest versions and updates of Windows, WordPress, and your antivirus platform, you can make your applications or website just tough enough to crack. That way, hackers won&#8217;t bother with your site and instead move on to some other site whose owner hasn&#8217;t been as vigilant.</p>
<div class="gray-line"></div>
<p><a href="http://www.pctools.com/guides/password/"><img src="http://designinformer.com/wp-content/uploads/website-security/password-generator.jpg" width="301" height="200" alt="Password Generator" class="right l-forty b-forty" /></a></p>
<h4>Beef Up Your Passwords</h4>
<p>Ok, it&#8217;s 2010. The web&#8217;s been around for some time now. Isn&#8217;t it time you changed your password from your <strong>spouse&#8217;s name</strong>, <strong>“123456”</strong> or the dreaded <strong>“password?”</strong> If this past year taught us nothing else, it&#8217;s that people are surprisingly lax when it comes to choosing passwords for even their most sensitive accounts.
<p>Pick strong ones and and use different ones for your banking info and email, your cPanel, and your FTP accounts – otherwise, your info and your site are vulnerable.</p>
<div class="gray-line"></div>
<h4>Lock Down Your File Permissions</h4>
<p> Do you know what your file and folder permissions are set at? Some applications require them to be set at  the open “777” to install, and then most of us forget to set them back to either “755” for folders or “644” for files. Double check yours to make sure.</p>
<div class="gray-line"></div>
<h4>Mind Your Links</h4>
<p>Do you really know what kind of site you&#8217;re linking to from your site? According to experts, so-called “open redirects” are a major cause for attacks that are perpetrated through browsers. We all know what happens when we click on a bad link; now imagine what the result will be when you put a bad link on your site. It&#8217;s always best to trust completely any site you link to.</p>
<div class="gray-line"></div>
<h4>Use FTPS For Transfers</h4>
<p>With this handy tool, all your FTP transfers are done using SSL. In fact&#8230;</p>
<div class="gray-line"></div>
<h4>Use SSL To Send Emails</h4>
<p>Use this especially if, somewhere in any of your millions of untrashed emails, you&#8217;ve ever sent sensitive info via email.</p>
<div class="gray-line"></div>
<p><a href="http://www.suphp.org/Home.html"><img src="http://designinformer.com/wp-content/uploads/website-security/suphp.jpg" width="301" height="200" alt="Password Generator" class="left r-forty b-forty" /></a></p>
<h4>Make Sure Your Web Host<br />
 Runs suPHP</h4>
<p>Under normal PHP, scripts run as “nobody,” your script is open access. With suPHP, access is limited to the user or to those explicitly granted permission. Not all hosts use suPHP, so make sure your host does and set up another potential roadblock for hackers.</p>
<div class="gray-line"></div>
<h4>Speaking of Hosts</h4>
<p>Not all hosts are the same when it comes to ensuring your website&#8217;s security. Not all offer round-the-clock active server monitoring, or even suPHP (see above), so choosing a host that takes your security seriously takes a little legwork.</p>
<div class="gray-line"></div>
<h4>Look Beyond Shared Hosting</h4>
<div class="three-three-a r-forty">
<p>If your website is your livelihood, then it might be the case that no amount of security talk and password strength can make you feel safe enough. If your site is critical to your operations, then you might want to consider VPS hosting so that you can have peace of mind.</p>
</div>
<div class="three-three-a">A VPS is inherently more secure due to its separation from other sites, and you can create custom firewalls and install other security measures that most hosts won&#8217;t allow on shared accounts. Basically, a VPS allows you to take a more active role in your website&#8217;s security.</p>
</div>
<div class="gray-line"></div>
<h4>Be Savvy</h4>
<p><img src="http://designinformer.com/wp-content/uploads/website-security/be-savvy.jpg" width="301" height="200" alt="Password Generator" class="right l-forty b-forty" /></p>
<p>If you know what you&#8217;re looking for, then you&#8217;re making a hacker&#8217;s job more difficult. Most hackers, if they come across a site that&#8217;s locked down tightly, would just as soon move on to another that offers easier access. You can make your site not worth the trouble by regularly scanning your logfiles for code that doesn&#8217;t belong, not installing suspicious WordPress plugins, and basically just being aware of what&#8217;s going on inside your site.</p>
<div class="gray-line"></div>
<p>These 10 tips are <strong>just the basics</strong>, really – they&#8217;re a way to get everyone thinking about all the factors that go into running a secure site. If you make it a habit to keep your an eye on things and keep everything up to date, then you&#8217;re a much less attractive target to hackers than many other site owners out there.</p>
<p>For more info on the most common security lapses across the Web, check out the Top 25 Most Dangerous programming Errors (<a href="http://cwe.mitre.org/top25/"><u>http://cwe.mitre.org/top25/</u></a>). It should serve as a real eye-opener.</p>
<div class="blue-line"></div>
<h3>Additional Security Resources</h3>
<ul>
<li><a href="http://www.noupe.com/how-tos/wordpress-security-tips-and-hacks.html" rel="bookmark" title="Permanent Link to WordPress Security Tips and   Hacks">WordPress Security Tips and Hacks</a></li>
<li><a href="11 Best Ways to Improve WordPress Security">11 Best Ways to Improve WordPress Security</a></li>
<li><a href="http://www.cmswire.com/cms/web-cms/how-they-hack-your-website-overview-of-common-techniques-002339.php">How They Hack Your Website: Overview of Common Techniques</a></li>
</ul>
<img src="http://feeds.feedburner.com/~r/design-informer/~4/OnfD59eOUwE" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://designinformer.com/10-ways-to-beef-up-your-websites-security/feed/</wfw:commentRss>
		<slash:comments>25</slash:comments>
		</item>
		<item>
		<title>My Favorite Icon Sets</title>
		<link>http://designinformer.com/my-favorite-icon-sets/</link>
		<comments>http://designinformer.com/my-favorite-icon-sets/#comments</comments>
		<pubDate>Fri, 11 Jun 2010 09:46:17 +0000</pubDate>
		<dc:creator>Jad Limcaco</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[Download]]></category>
		<category><![CDATA[Favorite]]></category>
		<category><![CDATA[Free]]></category>
		<category><![CDATA[Icons]]></category>

		<guid isPermaLink="false">http://designinformer.com/?p=401</guid>
		<description><![CDATA[I've been receiving a few emails lately asking me for some of the web design resources that I personally use. Well, I'd like to start sharing my resources with our readers so today, I've gathered up a collection of the icon sets that I have personally downloaded and use on a daily basis.

One thing that I've emphasized before is to have a <a href="http://designinformer.com/designer-do-right-now/" title="What Every Designer Should Do Right Now">collection of resources</a> at your disposal. There are a lot of different icons out there and choosing which ones to download and save in your resources can be difficult. I used to just be download happy and download every icon set that I found and I found that to be very ineffective as I would still end up having to sort through hundreds of folders looking for the right icons.]]></description>
			<content:encoded><![CDATA[<p>Well, in this post, I&#8217;d like to share some of my <strong>favorite icon sets</strong> that are available for download. And guess what, they are all free!</p>
<p><!-- Set 1 --></p>
<div class="blue-line"></div>
<h3><a href="http://www.19eighty7.com/icons/">spirit20</a></h3>
<p><a href="http://www.19eighty7.com/icons/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/1-spirit-20.jpg" width="600" height="519" alt="Spirit 20" /></a></p>
<p>This excellent icon set consists of almost 500 transparent PNGs at 20×20 pixels, and is   completely free to use for both personal and commercial projects. No   attribution is required.</p>
<p><!-- Set 2 --></p>
<div class="blue-line"></div>
<h3><a href="http://www.iconfinder.com/blog/anniversary/">Isloo</a></h3>
<p><a href="http://www.iconfinder.com/blog/anniversary/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/2-isloo.jpg" width="600" height="825" alt="Isloo" /></a></p>
<p>These fantastic icons are from Icon Finder. You can use them in any project you like. They were designed by the talented <a href="http://kyo-tux.deviantart.com">Asher   Abbasi</a>. The freebie consists of 50 beautiful icons. The icons are all   colorful and detailed and can by used in any commercial project &#8211; just   don&#8217;t redistribute without written permission.<br />
<!-- Set 3 --></p>
<div class="blue-line"></div>
<h3><a href="http://www.19eighty7.com/icons/">Toolbar Icon Set</a></h3>
<p><a href="http://shlyapnikova.deviantart.com/art/Toolbar-Icon-Set-165905043"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/3-toolbar-icon-set.jpg" width="600" height="600" alt="Toolbar Icon Set" /></a></p>
<p>This free set comes with 35 icons that you can use in your website design. The icons are very detailed and looks great and it&#8217;s great to use especially if you want icons that aren&#8217;t too big or small.</p>
<p><!-- Set 4 --></p>
<div class="blue-line"></div>
<h3><a href="http://prax-08.deviantart.com/art/Boolean-The-Pixel-Icon-City-166457851">Boolean</a></h3>
<p><a href="http://prax-08.deviantart.com/art/Boolean-The-Pixel-Icon-City-166457851"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/4-boolean.jpg" width="600" height="450" alt="Boolean" /></a></p>
<p>These icons are licensed under <a href="http://www.deviantart.com/users/outgoing?http://creativecommons.org/licenses/by/3.0/">Creative Commons Attribution 3.0 license</a>. The set took over one month to make. Now, Its all up to your creativity, the metaphors depicted here aren&#8217;t   meant to be used as is, you can give them your own spin, like the   Binocular for Search, Legos for Add-Ons/Plugins, Tree for directory   tree, what have you. If you want to use them without attribution in your commercial   works, then send an email to prax08@gmail.com</p>
<p><!-- Set 5 --></p>
<div class="blue-line"></div>
<h3><a href="http://omercetin.deviantart.com/art/PixeloPhilia2-166570194">PixeloPhilia2</a></h3>
<p><a href="http://omercetin.deviantart.com/art/PixeloPhilia2-166570194"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/5-pixelophilia.jpg" width="600" height="697" alt="PixeloPhilia" /></a></p>
<p>A very nice icon set that I just recently found. The icons contained in this set are very useful and this set is a must-have for any web designer.</p>
<p><!-- Set 6 --></p>
<div class="blue-line"></div>
<h3><a href="http://iconlicious.com/freebies#cornerstone">Corner Stone</a></h3>
<p><a href="http://iconlicious.com/freebies#cornerstone"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/6-cornerstone.jpg" width="600" height="388" alt="Cornerstone" /></a></p>
<p>This set from Iconlicious is just that, delicious. Although there&#8217;s not too many icons in this set, it&#8217;s still a very useful collection.</p>
<p><!-- Set 7 --></p>
<div class="blue-line"></div>
<h3><a href="http://www.iconsweets.com/">Icon Sweets</a></h3>
<p><a href="http://www.iconsweets.com/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/7-icon-sweets.jpg" width="600" height="579" alt="Icon Sweets" /></a></p>
<p>IconSweets is a free icon set containing 60 vector Photoshop shapes, influenced by icon sets such as Glyphish and Pictoico. You may use these icons for both commercial and non-commercial projects and customize them any way you like.</p>
<p><!-- Set 8 --></p>
<div class="blue-line"></div>
<h3><a href="http://www.woothemes.com/2009/09/woofunction-178-amazing-web-design-icons/">WooFunction</a></h3>
<p><a href="http://www.woothemes.com/2009/09/woofunction-178-amazing-web-design-icons/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/8-woothemes-function.jpg" width="600" height="686" alt="WooThemes Function" /></a></p>
<p>The WooFunction Icon Set includes 178 amazing web-related icons in a   sophisticated and glossy design style. All 178 icons are available as   32×32 pixel PNG files and they are indeed   pixel-perfect. If you have an in-depth look at the individual icons,   you’ll notice that a lot of time was spent paying attention to the   finer details, which means that this is a really classy icon set.</p>
<p><!-- Set 9 --></p>
<div class="blue-line"></div>
<h3><a href="http://www.gentleface.com/free_icon_set.html"><strong>Gentleface Toolbar Icons</strong></a></h3>
<p><a href="http://www.gentleface.com/free_icon_set.html"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/9-toolbar-icons.jpg" width="600" height="545" alt="Toolbar Icons" /></a></p>
<p>These icons can be used for wireframes and software mockups creation,   websites and software applications toolbars and menus including iPhone   and iPod apps. You&#8217;ll find a set of 8 cursors and 236 icons in black and   white color versions. The icons include pagination arrows, ratings and   voting controls, social interaction symbols file system and text editor   actions. The entire set totals   244 original icons optimized for 16&#215;16 pixel size and available in   16&#215;16, 32&#215;32 and 48&#215;48 pixel sizes.</p>
<p><!-- Set 10 --></p>
<div class="blue-line"></div>
<h3><a href="http://www.komodomedia.com/blog/2009/06/social-network-icon-pack/">Komodo Media Social Network Icons</a></h3>
<p><a href="http://www.komodomedia.com/blog/2009/06/social-network-icon-pack/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/10-social-media.jpg" width="600" height="287" alt="Social Media" /></a></p>
<p>These social media icons, created by Rogie King are just perfect. I can&#8217;t even name the number of times that I have used these icons in my web projects. Definitely something that will be extra helpful to any web designer.</p>
<p><!-- Set 11 --></p>
<div class="blue-line"></div>
<h3><a href="http://www.defaulticon.com/">Default Icon</a></h3>
<p><a href="http://www.defaulticon.com/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/11-default-icon.jpg" width="600" height="807" alt="Default Icon" /></a></p>
<p><strong>Default Icon</strong> is a repository of free icons in their simplest form. It can be used even   on portable devices (iPhone, iPad, android compatible devices etc) with   minimum capabilites as the resolution is 1-bit and  						fully customizable as there is an eps version present. Available   for download in .eps, .png, .gif formats, in black and white colors, in sizes 16&#215;16, 24&#215;24, 32&#215;32, 48&#215;48, 64&#215;64,   128&#215;128, 256&#215;256.</p>
<p><!-- Set 12 --></p>
<div class="blue-line"></div>
<h3><a href="http://www.noupe.com/freebie/pictodeck-icon-set-over-700-free-pictograms-for-keynote.html">Pictodeck</a></h3>
<p><a href="http://www.noupe.com/freebie/pictodeck-icon-set-over-700-free-pictograms-for-keynote.html"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/12-pictodeck.jpg" width="600" height="511" alt="Pictodeck" /></a></p>
<p><strong>Pictodeck is a set of over 700 pictograms in   vector format des</strong>igned specifically for Keynote. That means you   can rescale them to any size you desire without any loss in quality.   All of the icons also support transparency.</p>
<p><!-- Set 13 --></p>
<div class="blue-line"></div>
<h3><a href="http://glyphish.com/">Glyphish</a></h3>
<p><a href="http://glyphish.com/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/13-glyphish.jpg" width="600" height="784" alt="Glyphish" /></a></p>
<p>This icon set was designed and carefully optimized for use on toolbars and tab bars in   iPhone &amp; iPad apps, they&#8217;re also perfect for Android apps, websites,   t-shirts more.</p>
<p><!-- Set 14 --></p>
<div class="blue-line"></div>
<h3><a href="http://somerandomdude.com/projects/iconic/">Iconic</a></h3>
<p><a href="http://somerandomdude.com/projects/iconic/#"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/14-iconic.jpg" width="600" height="326" alt="Iconic" /></a></p>
<p>Iconic is a minimal set of icons   consisting of 120 marks in raster and vector formats — free for public use.  </p>
<p>  <!-- Set 15 --></p>
<div class="blue-line"></div>
<h3><a href="http://www.brandspankingnew.net/archive/2006/12/hohoho.html">Mini Icon Collection</a></h3>
<p><a href="http://www.brandspankingnew.net/archive/2006/12/hohoho.html"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/15-mini-icons.jpg" width="600" height="326" alt="Mini Icons" /></a></p>
<p>Here are 113 10&#215;10 greyscale icons in .gif format to use in your next design. Perfect for those small areas where you need to use an icon.</p>
<p><!-- Set 16 --></p>
<div class="blue-line"></div>
<h3><a href="http://somerandomdude.com/projects/sanscons/">Sanscons</a></h3>
<p><a href="http://somerandomdude.com/projects/sanscons/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/16-bitcons-sanscons.jpg" width="600" height="317" alt="Bitcons and Sanscons" /></a></p>
<p>Sanscons was design <em>specifically</em> for you to use CSS with them.   Due to their transparent background, you can apply any color or   background image to them for a more custom fit. Styling the icons takes   only a basic understanding of CSS. </p>
<p><!-- Set 17 --></p>
<div class="blue-line"></div>
<h3><a href="http://sublink.ca/downloads/Sweetie-BasePack-v3.zip">Sweetie-Basepack</a></h3>
<p><a href="http://sublink.ca/downloads/Sweetie-BasePack-v3.zip"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/17-sweetie.jpg" width="600" height="131" alt="Sweetie" /></a></p>
<p>The Sweetie family is cute and clean. And free! This set has been around   for five years, but it&#8217;s still going strong. So far its been downloaded   over 50,000 times, and is seen all over the web on great projects like <a href="http://buddypress.org/">BuddyPress</a>, <a href="http://rockpapershotgun.com/">Rock Paper Shotgun</a>, and <a href="http://videolan.org/vlc">VLC</a>.</p>
<p><!-- Set 18 --></p>
<div class="blue-line"></div>
<h3><a href="http://prothemedesign.com/circular-icons/">Circular Icon Set</a></h3>
<p><a href="http://prothemedesign.com/circular-icons/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/18-circular.jpg" width="600" height="310" alt="Circular" /></a></p>
<p>A themed collection of 100+ 16×16 icons in alpha PNG format. Circular is   free to use for whatever you like without attribution – the only thing   that the creators ask is that you don’t distribute them yourself! </p>
<p><!-- Set 19 --></p>
<div class="blue-line"></div>
<h3><a href="http://led24.de/iconset/">LED Icon Set</a></h3>
<p><a href="http://led24.de/iconset/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/19-led.jpg" width="600" height="205" alt="LED Icon Set" /></a></p>
<p>The LED Icon   Set was designed for web designers/developers by Aleksandr   Kozmenko. These .png icons make a professionally looking icon set and it is totally free.</p>
<p><!-- Set 20 --></p>
<div class="blue-line"></div>
<h3><a href="http://www.graphicrating.com/2009/06/19/quartz-icon-pack/">Quartz</a></h3>
<p><a href="http://www.graphicrating.com/2009/06/19/quartz-icon-pack/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/20-quartz.jpg" width="600" height="277" alt="Quartz Icon Pack" /></a></p>
<p>Quartz is an icon set that contains 90 simple and stylish icons. Dedicated to the blogoshpere, Quartz Icon Pack has   numerous types of icons: files, folders, charts, books, boxes, social   networking sites, email etc. All icons are free to use for personal and   commercial projects.</p>
<p><!-- Set 21 --></p>
<div class="blue-line"></div>
<h3><a href="http://www.lullabot.com/articles/free-gpl-icons-lullacons-pack-1">Lullacons</a></h3>
<p><a href="http://www.lullabot.com/articles/free-gpl-icons-lullacons-pack-1"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/21-lullacons.jpg" width="600" height="484" alt="Lullacons" /></a></p>
<p>These icons are made to work on any background and in any browser. (Note   the 32&#215;32 large icons only work well on lighter backgrounds). They are   in 8-bit PNG format, with 1-bit transparency. Worry not about IE   compatibility, which has full support for 1-bit transparency in PNGs.   IE/Win only does not support alpha-transparency in 24-bit PNGs (but will   be supported in IE7). If that was over your head, don&#8217;t worry. Just   rest easy knowing that these icons work in any browser.</p>
<p><!-- Set 22 --></p>
<div class="blue-line"></div>
<h3><a href="http://www.mezzoblue.com/icons/chalkwork/html/">Chalkwork HTML</a></h3>
<p><a href="http://www.mezzoblue.com/icons/chalkwork/html/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/22-chalkwork.jpg" width="600" height="451" alt="Chalkwork HTML" /></a></p>
<p>Chalkwork HTML is a free set of HTML-themed icons. Featuring 31 graphical representations of common markup elements, this is a   completely free icon set available for personal and commercial projects   alike.</p>
<p><!-- Set 23 --></p>
<div class="blue-line"></div>
<h3><a href="http://code.google.com/p/twotiny/">Twotiny</a></h3>
<p><a href="http://code.google.com/p/twotiny/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/23-twotiny.jpg" width="600" height="471" alt="TwoTiny" /></a></p>
<p>The twotiny icon set was created for us in websites and web applications. The set features many diferent icons with a few color variations.</p>
<p><!-- Set 24 --></p>
<div class="blue-line"></div>
<h3><a href="http://famfamfam.com/lab/icons/silk/">Silk</a></h3>
<p><a href="http://famfamfam.com/lab/icons/silk/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/24-silk.jpg" width="600" height="419" alt="Silk Icons" /></a></p>
<p>“Silk” is a smooth, free icon set, containing over 700 16-by-16 pixel icons in strokably-soft PNG format. Containing a large variety of icons, you&#8217;re sure to find something that tickles your fancy. And all for a low low price of <strong>$0.00</strong>. You can&#8217;t say fairer than that. </p>
<p><!-- Set 25 --></p>
<div class="blue-line"></div>
<h3><a href="http://www.19eighty7.com/icons/">Mini Icons</a></h3>
<p><a href="http://famfamfam.com/lab/icons/mini/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/25-mini-icons.jpg" width="600" height="194" alt="Mini Icons" /></a></p>
<p>Another free set offered by famfamfam, “Mini” is a set of 144 GIF icons available for free use for any purpose.</p>
<p><!-- Set 26 --></p>
<div class="blue-line"></div>
<h3><a href="http://www.iconza.com/">Bonus: Iconza</a></h3>
<p><a href="http://famfamfam.com/lab/icons/mini/"><img class="post-border" src="http://designinformer.com/wp-content/uploads/favorite-icons/iconza.jpg" width="600" height="280" alt="http://www.iconza.com/" /></a></p>
<p>Here&#8217;s a very useful site. Iconza is a collection of free icons that   can be colored and reduced in size to your taste. If you are a happy   site or blog owner, you will be able to pick icons that will fit right   into your design.</p>
<p><!-- Set 26 --></p>
<div class="blue-line"></div>
<h3>Additional Resources</h3>
<p>Still didn&#8217;t find the right icons for your project? Then try searching through these sites to find the right fit for your project.</p>
<h4>Icon Search</h4>
<ul>
<li> <a href="http://www.iconfinder.net/" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.iconfinder.net');" target="_blank" title="Visit Site">Icon Finder</a></li>
<li><a href="http://findicons.com/">Find Icons</a></li>
<li><a href="http://www.iconseeker.com/">Icon Seeker</a></li>
<li><a href="http://www.iconlet.com/">Iconlet</a></li>
<li><a href="http://www.iconlook.com/">Icon Look</a></li>
</ul>
<div class="gray-line"></div>
<p>While having a great collection of icons is necessary for a web designer, knowing when and how to use these icons will be beneficial as well. Here are some great articles online that deal with this subject.</p>
<h4>Articles About the Use of Icons</h4>
<ul>
<li><a href="http://www.smashingmagazine.com/2009/03/03/how-to-use-icons-to-support-content-in-web-design/">How To Use Icons To Support Content In Web Design</a></li>
<li> <a href="http://blog.echoenduring.com/2010/03/30/icons-and-the-web-part-1-why-they-matter/">Icons and the Web: Why they Matter</a></li>
<li> <a href="http://inspectelement.com/articles/making-the-most-of-icons-in-web-design/">Making the Most of Icons in Web Design</a></li>
<li><a href="http://www.designmeltdown.com/chapters/icons/">Icons</a></li>
<li> <a href="http://www.sitepoint.com/blogs/2009/05/01/how-to-use-iconse/">How To Use Icons On Your Web Site</a></li>
<li> <a href="http://www.sitepoint.com/blogs/2007/08/10/are-your-icons-working-for-you/">Are your icons working for you?</a></li>
<li> <a href="http://www.lukew.com/ff/entry.asp?16">Icon Semiotics: A Common Visual Representation</a></li>
<li> <a href="http://www.boxesandarrows.com/view/learning_to_love_the_pixel_exploring_the_craft_of_icon_design">Learning to Love the Pixel: Exploring the Craft of Icon Design</a></li>
</ul>
<div class="gray-line"></div>
<p>Well, I hope that this post was helpful to you. I will try to share more of my resources in future posts. By the way, did I miss any new icon sets that would be useful for web designers? Then go ahead and share it with us in the comments. And while you&#8217;re at it, you can subscribe to the RSS feed <a href="http://feeds.feedburner.com/design-informer">here</a>.</p>
<img src="http://feeds.feedburner.com/~r/design-informer/~4/IE8tJJ3aJOg" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://designinformer.com/my-favorite-icon-sets/feed/</wfw:commentRss>
		<slash:comments>44</slash:comments>
		</item>
		<item>
		<title>The Process Behind Good Illustration (Part 1)</title>
		<link>http://designinformer.com/the-process-behind-good-illustration-part-1/</link>
		<comments>http://designinformer.com/the-process-behind-good-illustration-part-1/#comments</comments>
		<pubDate>Thu, 10 Jun 2010 10:23:00 +0000</pubDate>
		<dc:creator>Natalie Sklobovskaya</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Art Directed]]></category>
		<category><![CDATA[Illustration]]></category>
		<category><![CDATA[Process]]></category>

		<guid isPermaLink="false">http://designinformer.com/?p=400</guid>
		<description><![CDATA[<p>&#8220;Art&#8221; is something philosophers have spent centuries trying to define, sadly with no satisfactory result (a debate that is far beyond the scope of this article). But <em>illustration</em>, while it covers a broad range of image-making, does have very distinct meanings, and it is very different from just <em>artwork</em>.</p>

<p>In this two-part article, I&#8217;d like to share some tenets behind what I think good illustration is, and what I learned about the process and technique behind how to execute it. Hopefully some fellow aspiring illustrators out there will find some of these helpful &#8212; or maybe even identify with some as part of their own process, too!</p>]]></description>
			<content:encoded><![CDATA[<div id="illustration">
<div id="container-alt">
			<!---------------------------------------------- Header ----------------------------------------------></p>
<div id="header-alt">
<p id="logo-alt"><a href="http://designinformer.com" title="Back to Design Informer Home">Design Informer</a></p>
<h1 id="title">The Process Behind Good Illustration &#8211; According to a Young Illustrator</h1>
<p id="byline">by <a href="http://sklobovskaya.com">Natalie Sklobovskaya</a> for <a href="http://designinformer.com">DesignInformer</a></p>
</p></div>
<p>			<!---------------------------------------------- Content ----------------------------------------------></p>
<div id="content-alt">
				<!---------------------------------------------- Intro ----------------------------------------------></p>
<h2 class="intro">Illustration is not the same thing as art.</h2>
<p>&#8220;Art&#8221; is something philosophers have spent centuries trying to define, sadly with no satisfactory result (a debate that is far beyond the scope of this article). But <em>illustration</em>, while it covers a broad range of image-making, does have very distinct meanings, and it is very different from just <em>artwork</em>.</p>
<p><strong>This is not a tutorial.</strong> It&#8217;s not about <a href="http://www.smashingmagazine.com/2010/04/08/the-dying-art-of-design">how to make a glossy Twitter icon, how to replicate that anime pic step by step, or how to make 30 awesome heavy-metal texture effects in Photoshop</a> (linked is an article that inspired me very much). While studying illustration in college and exploring it on my own, the biggest lesson that I&#8217;ve learned so far hasn&#8217;t been how to vector the best darn shiny things you&#8217;ve ever seen. What I learned was that <em>to be good at illustration means to first understand exactly how it differs from just putting down nice-looking doodles on paper</em>, and that the rest just flows from there.</p>
<p>In this two-part article, I&#8217;d like to share some tenets behind what I think good illustration is, and what I learned about the process and technique behind how to execute it. Hopefully some fellow aspiring illustrators out there will find some of these helpful &#8212; or maybe even identify with some as part of their own process, too!</p>
<p><em>If any of my professors are reading this: I hope I didn&#8217;t disappoint you, please don&#8217;t fail me in your classes.</em></p>
<p>				<!---------------------------------------------- Part 1 ----------------------------------------------></p>
<h2 class="part1">Part 1: What is illustration?</h2>
<blockquote><p>A picture is worth a thousand words.</p></blockquote>
<p><strong>You see art around you all the time.</strong> No doubt your attention was once seized by an interesting editorial graphic, which offered an intriguing metaphor to a drab politics-related story you&#8217;d never dive into otherwise. You&#8217;ve certainly encountered visually compelling band posters, and storybook pictures that are much more rewarding to peruse than the text itself. But yet, comparatively, the idea of looking at an equally visually lush oil still life makes some part of your brain yawn. Why is that?</p>
<p>The type of art we call <em>illustration</em> has a two-fold purpose. The first and foremost is that it <strong>speaks to you</strong>. It tells you a story, visually represents an idea, conveys a message, delivers information, offers a visual accompaniment to text, etc. &#8212; it <em>does something. </em>Second, but certainly not least, it <strong>presents that &#8220;something&#8221; in an interesting and engaging fashion.</strong></p>
<p>&#8230;So, that&#8217;s pretty vague, right? Hmm. Well, let&#8217;s first try to place &#8220;illustration&#8221; in context of the general term of &#8220;art&#8221; and see if we can&#8217;t pull out some of its defining characteristics. After all, <em>something</em> makes that oil still life so much less engaging for our brain.</p>
<h3>1. Illustration is taking art, and putting it to <em>work</em>.</h3>
<p>What we think of as &ldquo;fine art&rdquo; tends be focused on the aesthetics of its craft and its visual &mdash; tangible paintbrush strokes, interplay of colors and values, the juxtaposition of different media, the expression of technique, for instance; the most primitive visual elements of execution that in and of themselves are meant to be appreciated, beautiful, or evocative.</p>
<p><img src="http://designinformer.com/wp-content/uploads/good-illustration/ex-monet.jpg" alt="Claude Monet, Haystacks" class="example left r-twenty b-forty" width="386" height="245" /> <img src="http://designinformer.com/wp-content/uploads/good-illustration/ex-noland.jpg" alt="Kenneth Noland" class="example left no-margin" width="250" height="245" /></p>
<div class="clear"></div>
<p>Often, it&rsquo;s meant to go beyond just being visually provoking, which is where it approaches the illustrative realm. For instance, Monet&rsquo;s haystacks were meant to be a visual documentary of light-rays upon hay at different seasons and times of the day; but until that is brought to the forefront, fine art is marked by the fact that the subject tends to be less important than how it looks.</p>
<p>And Kenneth Noland&rsquo;s circles look pretty neat, but, as the painting sits there now, it doesn&rsquo;t illustrate anything except&#8230; well, itself. Nor does it do anything aside from expressing its aesthetic. Illustration, by definition, must always have representation intent that goes beyond merely its looks. It must <strong>not express</strong>, it must <strong>communicate</strong>, and it cannot be evoking form alone. That is, &ldquo;looking pretty&rdquo; cannot be its only function.</p>
<p>				<a href="http://discovermagazine.com/2010/mar/23-the-brain-look-deep-into-mind.s-eye" title="Article at Discover Magazine"><img src="http://designinformer.com/wp-content/uploads/good-illustration/ex-brain1.png" alt="Article at Discover Magazine" class="example bg left col" width="300" height="145" /></a></p>
<p>Sometimes you&rsquo;ll really need context to help, and that&rsquo;s okay. For instance, what if those circles were to accompany the article on the left? You wouldn&rsquo;t be able to resist reading psychological meaning into those rings of color, without which the art was silent. In this simple example, we&#8217;ve taken the art and put it to work.</p>
<div class="clear pad"></div>
<p class="example bg left col"><a href="http://discovermagazine.com/2010/mar/23-the-brain-look-deep-into-mind.s-eye" title="Article at Discover Magazine"><img src="http://designinformer.com/wp-content/uploads/good-illustration/ex-brain2.png" alt="Article at Discover Magazine" width="300" height="255" /></a></p>
<p>So, is that it, it&#8217;s an illustration now? Definitely. Is it the best we can do? Perhaps not, since the painting wasn&rsquo;t optimized for this particular interpretation when it was being painted, which suggests we can do better.</p>
<p>On the right is the graphic that accompanied the article. Which one you&rsquo;d prefer is subject to taste, since arguably both visually address the article in compelling ways. But it&rsquo;s clear  that the brain illustration on the left is loaded with much more communicative symbolism because it can tell its story even when it stands alone. It&rsquo;s an image that must be designed, and nothing that can be arrived at just by sticking your brush onto the paper and letting your love of colors take over.</p>
<div class="clear pad"></div>
<h3>2. Illustration is clear, empirical, and intentional.</h3>
<blockquote><p>It would seem that perfection is attained not when no more can be added, but when no more can be removed.</p>
<div class="author">Antoine de Saint Exup&eacute;ry</div>
</blockquote>
<p>To reiterate: as an illustrator, your job is not to demonstrate your painting techniques, color mixing, or your mastery of the male nude &#8212; only to find the <strong>most efficient, clear, and direct</strong> way to make the viewer feel and know what you want them to feel and know. Do nothing extra, because extra stuff (be it extra details, people, trees, colors, lines, etc.) in your illustration could <em>only</em> hamper this process. Just like writing an overly wordy essay or an instruction manual with too many details makes information difficult to digest.</p>
<p>Keep in mind also that &#8220;clear&#8221; is not the same thing as &#8220;simple.&#8221; A complicated drawing can communicate an idea very clearly, and a simple drawing can be hard to understand. But the best illustrations, be they simple or detailed, are <strong>clear</strong> &mdash; that is, they have the fewest unnecessary things in them. And what they <em>do</em> have in them is there for a reason, and it all has the function of manipulating your focus, attention, and emotional response to what the illustrator intends you to get out of it. They have been stripped down to the most empirical essential colors, shapes, lines, etc. needed to get their point across in the most efficient manner.</p>
<h3>3. An illustration&#8217;s visual style, colors, etc. are not random either.</h3>
<p>I find that a lot of young artists (including myself only mere months ago) tend to think of style-selection backwards. They look at some awesome illustrations, and think about what about it makes it look so awesome, dead-set on replicating the awesomeness in their own works. And it&#8217;s great that they&#8217;re out looking at stuff. The worst thing you can do is sit inside your own head and &#8220;scrape your brain&#8221; for ideas, <a href="http://blog.jilliantamaki.com/2008/10/idea-generation/">as Jillian Tamaki put it</a>.</p>
<p>Unfortunately, what they usually arrive at is something like this:</p>
<blockquote><p>&#8220;Okay, I&#8217;m going to do my entire piece with acrylics in these reds and oranges like that second one, do my highlights just like that first one in Photoshop, and, oh yeah, maybe do something in a paper-cut-out style to have a bold shape in the background like that third one, and it&#8217;ll look as cool as those do.&#8221;</p>
</blockquote>
<p>A noble pursuit, to boot! But the problem with such reasoning is that looking &quot;cool&quot; should only be a byproduct of its being functional. Else we&#8217;re just making art.</p>
<p>				<img src="http://designinformer.com/wp-content/uploads/good-illustration/ex-candle.png" alt="Two candles." width="300" height="233" class="example bg left col" /></p>
<p>The way I think is best to go about it is exactly the opposite &#8212; first thinking what you want your illustration to <strong>do</strong>, then what <strong>techniques</strong> could make that happen best, and then how to make those techniques visually compelling. Finding the most effective medium/colors/ style/etc. usually will take some experimenting, but the most important thing is to go for &quot;brains over looks&quot; and not the other way around (much more on this later).</p>
<p>You might find you don&#8217;t even need to be a staggeringly skilled painter to pull it off. For example, which image on the left communicates &quot;shiny candle&quot; in the fastest and clearest way?</p>
<div class="clear"></div>
<div class="note">
<p><strong>This is not to impugn the importance of artistic skill, however!</strong> While you can certainly find your niche in illustration even without intimate familiarity with many subjects and mediums, it definitely helps. Sloppy execution or inaccurate detail will hurt illustrations, even if the idea behind them is sound; so the more artistic sensitivity you have, the fewer stumbling blocks you&#8217;ll face. Artistic skill alone, however, does not a good illustrator make.</p>
</div>
<h3>4. ____________?</h3>
<p>There are plenty of other ways to define illustration that many hold close to their hearts. For instance, some of my peers have defined it as:</p>
<ul>
<li><em>art that is purposely made to be displayed to or be meaningful to someone else</em></li>
<li><em>art that stands in for a concept</em></li>
<li><em>designed artwork</em></li>
<li><em>art with communication value</em></li>
</ul>
<p>Somewhere in there is a good definition; yours may be different still, but they all hover roughly around the same idea. Illustration is making images that have more purpose than merely expressing their aesthetic and expressing you &mdash; they have value beyond mere visual expression, whether it&#8217;s offering a visual component to text, telling a story, representing a concept, et cetera.</p>
<p>In fact, if you&#8217;ve ever thought that you can never venture into the image-making realm because InDesign and beautiful typography is where you hang out, think again! The better designers &mdash; rather than the better artists &mdash; tend to make the better illustrators.</p>
<p><strong>In Part II of this article we&#8217;ll look at how all this rote textbook knowledge can translate to specific process and technique in your work, no matter your skill level, preferred medium, or strengths. Stay tuned!</strong></p>
</p></div>
</p></div>
</div>
<div class="clear"></div>
<img src="http://feeds.feedburner.com/~r/design-informer/~4/ZNJIkb-W3mE" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://designinformer.com/the-process-behind-good-illustration-part-1/feed/</wfw:commentRss>
		<slash:comments>33</slash:comments>
		</item>
	</channel>
</rss>
