Don’t Play It Like the Flute An Article by Matthias Ott matthiasott.com Don’t play it like the flute. Play it as if it was the wind whistling through the desert dunes. No matter what you love to create, there is something to be learned from the way Hans Zimmer approached the Dune score. We are all striving to create work that is novel, innovative, memorable, and inspiring. To get there, however, we tend to focus on getting things right, on avoiding mistakes, on “being professional”. Yes, it is important to have the commitment, dedication, and attention to detail of a professional. But being right? That will only take you so far. What is much more important is to approach the problem in front of you with curiosity and an open mind. With an urge to explore what can be found beyond the ordinary, beyond the right way of doing things. If you want to create something that nobody has come up with yet, it is important that you try out all the crazy ideas others are afraid to try, that you build prototypes, improvise, and freely play with the materials and the technologies you have at hand. musiccreativitynoveltyexplorationcuriosity
Painting With the Web An Article by Matthias Ott matthiasott.com So much about [Gerhard Richter's painting process] reminds me of designing and building for the Web: The unpredictability, the peculiarities of the material, the improvisation, the bugs, the happy accidents. There is one crucial difference, though. By using static wireframes and static layouts, by separating design and development, we are often limiting our ability to have that creative dialogue with the Web and its materials. We are limiting our potential for playful exploration and for creating surprising and novel solutions. And, most importantly, we are limiting our ability to make conscious, well-informed decisions going forward. By adding more and more layers of abstraction, we are breaking the feedback loop of the creative process. A constant dialogueConstant reflection and refinement How do you know when your paintings are finished?Designing with code artwwwcreativityprocesscode
The pernicious issue with pangrams The far more pernicious issue with pangrams, as a means for evaluating typefaces, is how poorly they portray what text actually looks like. Every language has a natural distribution of letters, from most to least common, English famously beginning with the E that accounts for one eighth of what we read, and ending with the Z that appears just once every 1,111 letters. Letter frequencies differ by language and by era — the J is ten times more popular in Dutch than English; biblical English unduly favors the H thanks to archaisms like thou and sayeth — but no language behaves the way pangrams do, with their forced distribution of exotics. Seven of the most visually awkward letters, the W, Y, V, K, X, J, and Z, are among the nine rarest in English, but pangrams force them into every sentence, guaranteeing that every paragraph will be riddled with holes. A typeface designer certainly can’t avoid accounting for these unruly characters, but there’s no reason that they should be disproportionately represented when evaluating how a typeface will perform. Jonathan Hoefler, Text for Proofing Fonts www.typography.com Embracing Asymmetrical Design typographylanguagedesign