Combinations and arrangements Everything designed has an element of arbitrariness in its form. Loewy described how groups of his designers used to go about designing a new model automobile. Different groups were given different tasks, such as the front and rear of the car, and the conceptual work began, to be cut off at some predetermined time by deadlines that were imposed at the outset. After a time, there were "piles of rough sketches," and Loewy saw the design proceed as follows: Now the important process of elimination begins. From the roughs, I select the designs that indicate germinal direction. Those that show the greatest promise are studied in detail, and these in turn are used in combination or arrangements with one another. A promising front treatment can be tried in combination with a likely side elevation sketch, etc. From this a new set of designs emerges. These are then sketched in detail. After careful analysis, they boil down to four or five. Raymond Loewy, The Evolution of Useful Things Useless work on useful things drawing
Such an unholy alliance Something was wrong, according to Raymond Loewy, who admitted that, "with few exceptions, the [competitors'] products were good." He was "disappointed and amazed at their poor physical appearance, their clumsiness, and...their design vulgarity." He found "quality and ugliness combined," and wondered about "such an unholy alliance." ...Loewy was also "shocked by the fact that most preeminent engineers, executive geniuses, and financial titans seemed to live in an aesthetic vacuum," and he believed that he could "add something to the field." But, not surprisingly, the people he approached were "rough, antagonistic, often resentful." Raymond Loewy, The Evolution of Useful Things On TasteWe might as well make them beautifulRestrained beauty aesthetics
The Worst Video Game Ever A Podcast from 99% Invisible by Roman Mars & Howard Scott Warshaw 99percentinvisible.org Disorientation
Disorientation Warshaw: E.T. commits the ultimate video game sin: to disorient the user. And you have to understand the difference between frustration and disorientation, right? Frustration in a video game is essential. A video game must frustrate a user, but you should never disorient them. Peabody: Howard says that frustration ultimately creates satisfaction. It’s a huge motivator in a good game, to get better, faster, stronger. Disorientation, on the other hand... To become completely lost designgames