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Davis, CA, United States

Monday, October 18, 2010

Ad-nalysis #1 - Pilot ExtraFine Pens

Of all the realms of design, advertisement probably has the largest passive influence on society -- from billboards to blatant product placement, advertisements heavily influence what we buy and where we get it. And unless you spend all day in a windowless room with nothing but a straw bed (one that isn't copyrighted, of course), there's no escaping their grasp.

It's no surprise, then, that the best ads use clever visuals to stand out and spark audience interest. Through the use of effective visual hierarchy, these ads for Pilot's ExtraFine-tipped pens definitely make their marks.


First is the eye-catcher. The full-body graphic immediately draws attention to the whole of each advertisement. Placed against a white background, the entire figure stands out. The few colors used (primarily yellow, blue, and black) jump out, also providing a stark contrast against the plain white.

By using Lego characters, a familiarity is established with the audience, a majority of which have probably played with the popular toys. This mental bond allows views to quickly notice the pieces that shouldn't be there -- unfamiliar dark scribbles that cover the characters' bodies. It is the unfamiliar that causes intrigue and thus leads the audience to take a closer look, only to realize that the marks are actually finely-detailed tattoos. With the knowledge that Legos are not very big, the intricacies become more brilliant. Finally, in conjunction with the macro photography that blurs the background while focusing on the fine lines, the tattoos truly stand out.

Secondary visual cues then lead viewers to notice that there is yet another entity on the page: in either top corner lies a thin pen, sporting the text "Pilot ExtraFine." The final connection is made between product and ad: Pilot ExtraFine pens have tips thin enough to draw such delicate lines on objects so small.

Many ads try to promote their product name by stating it in large, bold, in-your-face text. This ad's success lies in its ability to avoid such tactics; by exploiting the natural tendencies of visual perception, it shouts its message loud and clear.

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Seen any interesting ads around? Leave a suggestion in the comments below!

Source: http://www.chrisrawlinson.com/2010/07/pilot-extrafine-lego-tattoo.

Sunday, October 17, 2010

Double-Take

“I remember going on a raid one time in which the counterfeiter and the local enforcement officials seemed to know each other very well. He said hello. He actually served tea to us when we went and seized the product and carted the product off."

- Dan Chow
Law Professor, Ohio State University

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When the Apple iPhone first debuted in 2007 at the hefty sum of $600, no one really minded the price. It was a piece of breakthrough technology, and those who could afford it were sure that their dollars were well spent. The iPhone 3G then appeared in 2008 for $400, and in 2009, the 3GS for $500.

Meanwhile in China, the iOrgane "Wang TouchCool Orange F4" sold for the equivalent of about $200 in 2008, mere months after the iPhone 3G's release.


How's that for legitimate?

Counterfeit Chinese products are starting to become a stereotype, and with good reason -- name a product, any product, and there are sure to be one or more Chinese knockoffs that seem exactly the same as the original.

Some counterfeited designs, especially those in the technology fields, are amazingly accurate. In a few cases, the ripped copies are even on par with their originals in both look and functionality, such as the LG Chocolate. After the phone was first released in Korea, it took LG a few months to develop a working model for Chinese consumers. Before the months were up, Chinese counterfeiters had already manufactured and started selling their own "Chocolates," so realistic that buyers were convinced that the LG version was the fake.


Even outside the realm of electronics, China's counterfeit processes can create products that trick quality-assurance robots. "Callaway" golf clubs, sold by the bundle in Donguan, China, were taken to the actual Callaway's California-based headquarters to be put to the test.. and passed. They looked like carbon copies of the real thing. Only when a saw was taken to the head was it made obvious that the "titanium" driver was actually two steel pieces welded together to form a flimsy imposter.

As we get even further away from electronics (which seem to be China's strongest and fastest counterfeit operations) however, cheap ripoffs are much more prevalent. Take the Harry Potter series, for example: a collection that most kids nowadays are quite familiar with. The Chinese have taken what is essentially fan fiction to sell as new novels in the series, among them Harry Potter and the Waterproof Pearl, Harry Potter and the Golden Armor, and Harry Potter and the Showdown.


So what's all this have to do with design?

Pablo Picasso was once said to have noted, "Good artists copy; great artists steal." Replace "artists" with "designers," and these words of wisdom still bear relevance. As wizened and revolutionary a man Picasso was.. I'm pretty sure he didn't mean it like this.

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Sources: http://www.cbsnews.com/stories/2004/01/26/60minutes/main595875.shtml, http://www.electronista.com/articles/08/10/24/chinese.iphone.copy.seen, http://www.11points.com/Books/11_Amazing_Fake_%27Harry_Potter%27_Books_Written_In_China, http://www.geckoandfly.com/785/the-perfect-fake-electronics-a-catch-me-if-you-can-scenario, and http://www.apple.com.

Nothing More Than Small Talk

"Conversation should touch everything, but should concentrate on nothing."

- Oscar Wilde

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Design.

It's that stop sign on the street corner. The poster on your wall at home and the ads on the sides of buses. It's the way the Brooklyn Bridge glows at night, and the rickety building that should've collapsed years ago. Design is pictures, design is words. Design is a language -- a conversation.

They say art is the universal language because anyone can view and enjoy it as long as their eyes still work, but art is not design. While art is meant to be appreciated (and although design embraces artistic aspects), design is meant to be understood. Regardless of form, all languages share the same function: to communicate. Design is no exception.

Every design has a purpose -- where art remains ambiguous, design speaks out.

Take websites, for example.

A well-designed website is navigable and aesthetically pleasing, providing visitors with an experience that fits the message. When you visit a site such as that of Spoon Graphics, the welcoming "Hello" in clear, sans-serif Helvetica is an eye-catcher. So what's this guy do? Easy: "I design stuff." Oh, okay, you think to yourself. Awesome.

Logically, the next few thoughts may then wander towards what this Chris Spooner designs, why he does it, who he is, or maybe even how and where he does his thing. This is where visual hierarchy comes into play.

The exchange between a visitor's thoughts and website presentation is much like contacting customer service over the phone. Using gestures and reading facial expressions is impossible -- a website relies on common sense and visual hierarchy to lead you relevant information.

For Spoon Graphics, moving previews and large, bold text in the center (a natural point of interest) draw immediate attention, and thus contain the "who" and "what." The high-contrast bar at the top takes secondary precedence, and includes other big points of interest via "about," "portfolio," and "contact" links. Additional information is then found in smaller text near the bottom for those truly interested.


But this conversation doesn't have to be a one-on-one experience. In addition to having a conversation with the audience, designs can converse with each other. They share ideas, borrow from one another, and revisit topics from the past every once in a while.

Only through communication can designs build on ideas, pull insight from a network and, through collaboration, become something amazing.

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Examples of sites with poor design (for comparison) can be found at http://politics.freesitenow.com/basilmarceauxforgovernor/page1.html and http://www.siphawaii.com. For an ironic example of how good artists don't necessarily make good designers, take a look at http://art.yale.edu.

Monday, October 11, 2010

To Another Level of Comic Wit

"When you're an online author, you take down a barrier that can be in a book or magazine. [Publishing online] creates a sense of knowing and community around a piece of work because of access to the author and access to the readers."

-Kate Beaton

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Remember the days when the only places a kid could go to find comics were either the newspaper or a bookstore's Graphic Novels section? Entertainment came in the form of Garfield's lazy Monday apathy, Linus's safety blanket, Dogbert's less-than-practically-viable plans to take over the world, or thelatest special-edition issue of X-Men.

Fast-forward to now.

The world of comics is rapidly changing in terms of both content and form. No need to scan the last page of Datebook for yesterday's Mutts -- checking online is quicker anyway. Can't remember the line you wanted to quote from Pearls Before Swine two weeks ago? Problem solved. "Ctrl + F" in the archives and there it is! Comic #984. The thing is, it's not just digital reproductions of newspapers and comic books that can be found online anymore.

Introducing the webcomic: this "new generation" of online-only comic strips is quickly gaining popularity in teen culture, due to its accessibility and variation. The huge variety of available webcomic genres is probably its greatest aspect, ranging from the immense nerdiness of xkcd(1) and Saturday Morning Breakfast Cereal(2) to the alluring romantic-comedy drama of Questionable Content(3). Gaming geeks can find solace in Dueling Analogs(4) or VG Cats(5), while only post-grad students can really relate to the stressing truths of PhD Comics(6).

1) xkcd

2) Saturday Morning Breakfast Cereal



3) Questionable Content



4) Dueling Analogs



5) VG Cats



6) PhD Comics


Like any comic strip, however, reader interest is drawn as much from the artwork and presentation style as the genre. While the graphic art of Wolfen(7) mimics the look and feel of a traditional Japanese manga (comic) and the stick figures of Cyanide and Happiness(8) are about as generic as the typical comic strip goes, webcomics such as A Softer World(9) and Dinosaur Comics(10) have more unique takes on how comics should look.

7) Wolfen



8) Cyanide and Happiness



9) A Softer World



10) Dinosaur Comics


Yet, the most unique feature of having comics online is that they can take advantage of the fact that readers are using the internet. And with the internet comes all those neat little benefits such as rollover text (or "alt-text"), RSS feeds, the ability to archive and search comic transcriptions, having online stores, receiving donations, a lack of middle-man interference, instant feedback, and a nearly unlimited audience pool. "The Rise of the Webcomic," an article by Jon Thompson, manages to summarize these benefits pretty well.

For those of us who have never tried our hand at starting a comic, it seems almost silly to imagine supporting yourself through webcomics alone. Some see webcomics as a hobby, and indeed, most of them start off as occasional weekend side-job, just-for-fun hobbies. However, online popularity and a dedicated readership can transform what was originally a hobby into a full-time job. 

"If you have a quality audience that likes what you do and wants to see you keep doing it, they'll even throw a couple of bucks at you once in a while," says Spike of Templar, AZ.

However, finding a home in the land of the Internet is a double-edged sword; while immense support and praising fans are easy to gain through the power of social networking and word-of-text, even a comic's biggest fans can easily turn their backs on an artist that fails to update regularly or goes into hiatus unexpectedly, whatever the reason.

To be a dedicated webcomic artist requires constant attention to consistent updates, production of the merchandise that may provide your only source of income, answering invitations to conferences at which fans expect you to be, and most importantly, remaining inspired and interested in what you do.

And that's something that goes to all artists out there. Finding the motivation to do what you love doing is probably the hardest part of being an artist, webcomic or otherwise.

But that's the beauty of it all, because motivation is really the only determining factor of online success.

In the words of Matt Melvin (Cyanide and Happiness): "We are our own bosses. The only people censoring us is ourselves."

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Like what you see? Have some more. Read Sequential Art, Anders Loves Maria, Basic Instructions, Toothpaste for Dinner, Minus, Sinfest, Buttersafe, Savage Chickens, Chainsawsuit, and Cheer Up, Emo Kid.

Enter Through the Anteroom

"Imagine a city where graffiti wasn't illegal, a city where everybody draw whatever they liked. Where every street was awash with a million colors and little phrases. Where standing at a bus stop was never boring. A city that felt like a party where everyone was invited, not just the estate agents and barons of big business. Imagine a city like that and stop leaning against the wall -- it's wet."

-Banksy (Wall and Piece)

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Inspiration.

Sometimes inspiration is something you really dig deep down for. A lot of artists do it. Maybe they dwell in their bedroom for days, cultivating all their pent-up emotions until finally, they throw all of that happiness or sadness or anger or frustration or peacefulness or chaos out onto a canvas, or into a short video, or a sculpture. Whatever the idea, substance is pulled from within.

But what about inspiration from, for lack of a better term.. without?

"Banksy," a British street artist from the Bristol Underground, gathers his inspiration not from his own sentiments, but those of the public. A "vandalism vigilante" of sorts, his works are often satirical outcries of dissent that otherwise go unspoken.

















The world is a giant canvas at his disposal, and no rules of society have yet managed to stop him. His works appear on rooftops, on buildings, inside zoo exhibits, along sidewalks; his supporters are always on the lookout for the next Banksy painting, snapping pictures quickly before the police are called to clean it up.






















Every piece is done in a characteristic stencil-art style, many making use of existing structures, signs and environments as well.


















His most popular paintings take the form of a rat, a perfect representation of his style: perceived as dirty,  useless, and unwanted, graffiti is the rat of the art world.

"I'd been painting rats for three years before someone said, 'That's clever it's an anagram of art,' and I had to pretend I'd known that all along."

Other than the ephemeral (this is for you, Dr. Housefield) attractions Banksy spreads from city wall to city wall, he has been the main attraction of several exhibitions, as well as the author of five self-published books and the director of a highly-rated documentary that made its debut this year at the Sundance Festival -- Exit Through the Gift Shop: A Banksy Film.

Of course, as a safety measure, his true identity has yet to be revealed. But that's of no major concern:

"I am unable to comment on who may or may not be Banksy, but anyone described as being 'good at drawing' doesn't sound like Banksy to me." 

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Interested in more Banksy? Visit his website at http://www.banksy.co.uk. For more cynical quotes and quips, wander over to http://www.goodreads.com/author/quotes/28811.Banksy.

Sunday, October 10, 2010

Together, We'll Rule the World

“Solving today’s toughest problems takes more than a good idea. It also requires sharing ideas and thinking about solutions by interacting with people at all levels to understand the problems they have and how we can solve those problems with technology.”

-Susan Dumais,
Microsoft, Principal Researcher
Adaptive Systems and Interaction Group

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For those of you who have never heard the story of Stone Soup before, I recommend you check it out one of these days. Go ahead. Borrow it from a library. Read it in the bookstore. Have someone read it to you out loud. It doesn't matter how; just do it, and shamelessly at that, because the message of this story is one that people of all ages can appreciate.



To make a short story shorter, Stone Soup is an old European folk tale about three soldiers who stumble across a town looking for food and shelter during hard times. Meeting reluctance at every door, the cunning men decide to change plans, and reach the next cottage to ask only for a large kettle of water. They bring it to a boil, and as the curious townspeople look on, take a stone from a small velvet bag and toss it into the water. As the "soup" cooks, they comment loudly on how it is becoming a very wonderful stone soup -- but ah, it would be more wonderful with a bit of cabbage! An excited villager runs to get some cabbage. The soldiers toss it in and stir. Again, they comment loudly; the soup was coming along wonderfully, but a few potatoes would make it fit for a king! Another excited villager runs to fetch potatoes, and this continues for some time until finally, the soup is full of carrots, tomatoes, barley and more. The entire village celebrates until daybreak, when the soldiers go on their way as all of the villagers thank them for sharing such a "magical" recipe.

Whether or not you actually read that previous mouthful of a paragraph, the moral of the story is that little pieces can go a long way. When many people contribute to a single goal, even the most seemingly insignificant addition can play a part in forming a cohesive "stone soup."

How might this relate to design? Like creating a stone soup, the best products are often results of teamwork. An entire team of designers working on a single project can often suggest and implement a plethora of ideas that would take a single person weeks to even think of, if they manage to at all. From that initial pool of ideas can flow an ocean, as different people -- given the same tools to work with -- can form the many different connections required to propel innovation into the future.

On behalf of the late John Lennon (happy belated birthday!): "You may say I'm a dreamer.. but I'm not the only one."

Take Microsoft, for example.

Not Microsoft's software development, the company division behind your Windows PC and Word and Excel and Powerpoint.

Take Microsoft Research, the division behind futuristic ideas only dreamers will believe in -- futuristic ideas that our world has the technology to build from dreams into reality.

Behind every amazing new piece of technology, research, or progress that runs the gauntlet of development (and actually manages to come out alive) are hundreds of other, equally amazing ideas that get tossed aside in lieu of the first. What if they could all be put into development? Imagine that.

If you haven't yet seen this video, watch it right here, right now, and take a look at how Microsoft envisions our world in a mere nine years:



Now isn't that something to be proud of? Maybe our world full of dreamers should stop what they're doing and open up a restaurant instead.

The only item on the menu?

Stone Soup.