lb_lee: Rogan drawing/writing in a spiral. (art)
[personal profile] lb_lee
Rogan: A long time ago, me and Sneak were talking about design. Mac, who isn't artistic or design-oriented at all, was curious and asked what the difference was between style and design. This blog post is based on that long ago conversation. It also has the addition of a discussion of craft, because Mori has a hate-on for the Cybertruck a mile long but is also fascinated by it, and craft is why.

Style is the outward appearance or affect of a thing. Style is superficial, skin-deep, the equivalent of polish or paint job. Artists should basically never worry about cultivating a "style," because style is a natural outgrowth of your design and craft process. Work on those, and style will never be a concern. Meanwhile, no amount of polish on a turd will make it anything but shit.

Design is deeper, the decisions made in advance and built into the structure and function of the thing. That inevitably INFLUENCES the outward surface, but it's so much more than that (or at least, it SHOULD be). For instance, if I want to make a comic book that'll print easily and cheaply, I will make it in black and white. That is a practical design choice which will influence the look, to the point that probably some people consider that black and white look to be part of my "style."

Things can have very similar styles and VERY different designs. Take a motorcycle jacket intended to protect its wearer and its cheap knock-off. They might look nigh-identical... but one will shield way better against road rash. Another example is if you've ever dug into the source code of two very similar-looking websites... only for one's code to make you go "OH JEEZ!" and hastily close the window. Design is more than just the superficial polish, how the thing looks. It's about the function the thing is supposed to perform, the choices made in its construction to help it fulfill its function. A lot of those choices may be superficially invisible.

Craft is the older, slower, wiser cousin to design. While design is generally choices made before the thing is constructed (I never decide to make a comic B&W midway through), craft is a gradual process, lessons learned through the hands-on work of making the thing over and over and over, creator learning from their mistakes and gradually adapting their work to the environment, even the subtler influences that aren't noticeable on an earlier pass. For example, every once in a while, someone gets the genius idea of making our buildings dome-shaped, rather than rectangular. So much more efficient! And on paper, yes, these designs are brilliant... but in reality, they leak like sieves and everyone can hear you pee. Craft teaches where design fails.

Craft, much to the frustration of creators in a rush, can usually only be learned the hard way, and it is unglamorous as hell. For instance, Flights of Reality looks worse than Infinity Smashed: Found Wanting, because the lessons I learned from making FoR (how deep to make indents, how big to make back cover text) influenced how I made ISFW. Red Yellow Green may not look that different stylistically than Multi, Orgasmic! but they are very different in design and craft, because I learned how to make zines like that in a way much faster and more forgiving of errors and correction. Those are design choices I learned to make after craft spanked me.

With craft, making mistakes is just part of the process. It's how you learn. Design, at its worst, is trying to avoid ever making those mistakes in the first place, being too smart to ever need to learn better. Design without craft is how we get the Cybertruck. (Nobody has ever made a car like the Cybertruck... and there are very good reasons why.)

I am not much good as a designer; I am better as a craftsperson. Part of why I like making floppy zines is, it lessens the burdens of design, and instead scoots some of that responsibility over to craft. It gives me more time to find errors, and people are more forgiving of flaws in a stapled floppy than they are in a paperback.

For example, my one-pagers were an accidental stumble into a design that really, really worked for their purpose. I have seen other people pulling similar "pocket crisis plans," but I haven't liked any of them. They were kitchen magnets (who EVER thinks of checking the fridge magnets in the middle of a psychological breakdown?), or full of well-intended but often condescending advice that encouraged passivity in the owner, or shiny and glossy (which SOUNDS like a good idea, but... read on). I knew I needed a crisis plan that I could fit in my wallet (because that was about the only thing I always had on me) in case I had a psychotic break while alone outdoors... again. Thanks to my zine training, I knew how to make a pocket one-pager, which miraculously just happened to fit in my wallet. Perfect!

Our first self-help one-pager, Feeling Worthless?, I made on the back of a worksheet while in Loony Daycare. They were teaching me useful skills, skills I knew I would never remember in the middle of a psychotic break, so I decided to just write them down, right there, make a one-pager right in the middle of group therapy, and when the therapist asked what I was doing, I defensively blurted, "I'm paying attention!" Once I explained what I'd made, everyone wanted a copy, and the hospital Xerox machine was commandeered for the purpose. For all I know, the Triangle Program still uses the damn things! Some of my fellow loonies even gave me constructive feedback on them, as have others ever since. (It's why the newer editions have instructions to turn it inside out and use the blank side to add more info. That was a good idea! Thanks, whoever you were!)

By making my one-pagers mostly empty, I encouraged the buyer to fill them out themselves. It wasn't holy knowledge being sent from on high; it was the buyer helping themselves, using their own knowledge. It was also cheap and ugly as sin, which was originally an accident of the circumstance (I was crazy, soon to be homeless, and using the materials I had on hand), but I've come to see as a good thing. Something beautiful and glossy feels like a shame to lose, even if it no longer works. Something cheap and ugly? That's disposable. If it stops working, you can throw it away. If it goes through the laundry by accident, you can make your own in half an hour, no tears.

A lot of people, at cons, will pick up my one-pagers and then unfold them, trying to understand how they're constructed and put together. That's good! It's my hope that someone, looking at their one-pager, maybe does that and goes, "Hey, wait a minute, I could do that! This is easy!" And then they WOULD. And I would bet all my money that what they created would work better for them, it'd be custom bespoke tailor-made, and that's exactly what I want. Yes, build those skills to help yourself! Learn what works and what doesn't! Trash the old and build anew, better! Take your journey into your own hands, instead of waiting for a doctor, a lover, or a guru to rescue you! Create a revolution of cripping sanity! Put me out of business, ahahaha! Then I'll have NO CHOICE but to write my self-indulgent sci-fi romance porno for scratch!

What I'm saying is, these design choices were accidental. I didn't make them on purpose, at first. Craft, a decade of craft, taught me how to build on those foundations, let me experiment, make mistakes, and learn from them. My one-pagers are stylistically ugly, but I am very proud of them, and on a design and craft level, I see them as highly successful. Judging by how they're some of the oldest stuff on my con tables, and they still sell reliably, others agree.
silvercat17: William of Newbury arguing and angry (why)
From: [personal profile] silvercat17
That's because they're fucking terrible in every possible way. THEY'VE KILLED PEOPLE
bodyetal: Four rings (the plural emblem) in red, purple, navy, and gold. There is a safety pin icon in the center. (safety pins)
From: [personal profile] bodyetal
crow&: also, because of their design cybertrucks are incredibly easy to vandalize and much harder to clean/repair than regular cars. we do not know this from experience but…

TW: I am quite tempted. It would be incredibly easy, and it’s not like anything could possibly make those abominations look any worse.

crow&: we honestly might have to add a “no sharpie-ing cars” rule to our little booklet, because TW has come dangerously close several times. carrying sharpies is becoming a bit of a hazard at this point.
bodyetal: A drawing of TW, a pale Latine with a red-pink undercut/dark shaved sides and circular red mirror shades. (TW)
From: [personal profile] bodyetal
TW: Unfortunately lunchmeat is not kosher, so that doesn’t work for me, but eggs idea from that thread is inspired. It probably doesn’t get hot enough up here in DC to fry them, though. (Well, yet—give the climate five more years and I’m sure that will change.)
acorn_squash: an acorn (Default)
From: [personal profile] acorn_squash
dang, that lunchmeat article came out like a month before the Boar's Head recall

imagine a listeria-contaminated cybertruck

Date: 2024-09-22 12:27 am (UTC)
acorn_squash: an acorn (Default)
From: [personal profile] acorn_squash
Nobody has ever made a car like the Cybertruck... and there are very good reasons why.


omg, burn

Something beautiful and glossy feels like a shame to lose, even if it no longer works. Something cheap and ugly? That's disposable. If it stops working, you can throw it away. If it goes through the laundry by accident, you can make your own in half an hour, no tears.


This is why I do all my first drafts in either the Notes app or a 50-cent composition book made of cardboard and string! Sometimes you just gotta lower the pressure, man.

Things can have very similar styles and VERY different designs. Take a motorcycle jacket intended to protect its wearer and its cheap knock-off. They might look nigh-identical... but one will shield way better against road rash. Another example is if you've ever dug into the source code of two very similar-looking websites... only for one's code to make you go "OH JEEZ!" and hastily close the window. Design is more than just the superficial polish, how the thing looks. It's about the function the thing is supposed to perform, the choices made in its construction to help it fulfill its function. A lot of those choices may be superficially invisible.


Ooh, yeah, good point.

Date: 2024-09-22 05:08 am (UTC)
acorn_squash: an acorn (Default)
From: [personal profile] acorn_squash
I used to use spiral notebooks, but the binding kept getting messed up. This is possibly related to the thing where they were extremely cheap.

Date: 2024-09-22 04:55 pm (UTC)
pantha: (Default)
From: [personal profile] pantha
<3

Date: 2024-09-23 03:50 pm (UTC)
we: (Jack | Change the World)
From: [personal profile] we
As a designer myself, I love this post! When I create, I think consciously about the function of a product, its audience, the message it seeks to portray if one exists. For example, if I'm doing the layout for a policy brief, I don't think merely about its style, but about the way I can do the information justice. How do I make statistics stand out? How do I use typography to serve the message, since each font has moods, tones and voice? (Type designers are the first to tell you that there's a world of emotion, colour and energy behind fonts themselves. Jonathan Hoefler, a renowned type desginer, has written exquisite articles about type design in which Jamie and I have luxuriated.) How do I use layout to make the most important bits stand out? All these are conscious decisions one must make.

You're right about craft, too. When I put style and design over craft, my work suffered. My older projects have a lot of weird mistakes that wouldn't have appeared if I'd been more attentive. (An art lecturer we had at our first college was always providing us criticism about craftsmanship.) As I got older and gained more experience, though, I became more intentional about my work and am much happier with it than I was. People who focus only on style rarely progress in their work, sadly.

~Jack

Date: 2024-09-26 02:45 am (UTC)
From: [personal profile] writerkit
Relatedly: every time I have set out to Write About What Is Going On In The World, it has failed horribly... but "A Bier of Bloody Roses" was pretty directly influenced by COVID, no matter that I'd been toying with the concept for a while before I wrote it, and "Flight Plans Through the Dust of Dreams" has a very *obvious* analog to what was going on in the world when I wrote it. (While still being a story I remain proud of years later.) I talk about how the major thing I've had to learn when writing is to trust the story-- I don't need to know where it's going. Generally speaking it comes out better when I have no idea where it's going. It will tell me where it's going as I go along. Don't think about design, don't think about style. Trust the story.

I think *that's* craft.

Date: 2024-09-30 04:39 pm (UTC)
talewisefellowship: a long-haired, bearded dude holds a mug of tea with a neutral facial expression. (janusz)
From: [personal profile] talewisefellowship

[Janusz]

Read the Dome essays, that was fascinating. I was curious as to what was wrong with domes because wigwams are notably dome-shaped and worked well for indigenous people for thousands of years, and it seems like wigwams work because of everything else that makes a wigwam what it is, and how they are used and integrated with the traditional lifestyle they're designed for.

Domes on the other hand are not suitable for large modern style homes that you are meant to spend a lot of time in, they don't work well with the modern lifestyle at all.

Date: 2024-09-30 10:10 pm (UTC)
talewisefellowship: a long-haired, bearded dude holds a mug of tea with a neutral facial expression. (janusz)
From: [personal profile] talewisefellowship

[Janusz]

exactly! The geodesic dome sounds like trying to fit a square peg in a round hole

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