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Posts Tagged ‘Perfection’

Perfection is hard to love

Wednesday, December 2nd, 2009

Is it the imperfections we see in things which endear us to them?

My very first post on this blog was on the notion of ‘perfection’ in design, and how if you look at certain, often mundane things objectively, it is easy to see that they do their job perfectly. There is nothing one could add or remove from its design to make it do its job any better.

However, upon thinking about it further, I think this is also what stops things that fall into this category reaching greater awareness through emotional attachment. People don’t ‘love’ door handles; they just notice when they’re a bit stiff, or positioned too high or too low.

 

Good design doesn’t have to be invisible

It’s often said that ‘good design is invisible’. This isn’t necessarily true, as it is often the small, needless details which heighten one’s experience of something. Remember when CD players in the early ’90s said ‘Hello’ and ‘Goodbye’ on their LCDs when you turned them on and off? I loved that. Or the tactile clicking noise when you use an ipod’s scroll wheel? Unnecessary, yet delightful.

It is when design takes a step away from just doing its job, and begins engaging us on a sensory or emotional level, that things become less ‘perfect’ and universally accepted, but also heightens the chance of standing out and being loved by some.

It all depends on how far the creator goes. Obviously the more one develops a design in a certain direction, the greater chance it will appeal more to a certain group of people, and less so others.

 

Shadow of the Colossus (©Sony Computer Entertainment)

Shadow of the Colossus (©Sony Computer Entertainment)

Look at the video game Shadow of the Colossus. It’s a unique game, with an odd, lonely atmosphere like no other I’ve played. It encourages a distinct level of emotional involvement in the player, both in their relationship with the in-game character’s horse (that sounds a lot weirder than it actually is!), and also in the guilt the player feels in defeating the huge (stunningly designed) beasts you have been charged to kill. It’s just this kind of atmosphere, and conflicting feelings the game invokes, that has driven many to proclaim it a masterpiece (myself included), while at the same time drawing derision from those who don’t wish to experience these things when they play games. Of course, the game could have been made more immediate, and the beasts in the game could have been made more clearly ‘evil’, but that would have eliminated just the elements that have made it so revered in some circles.

 

London 2012 logo

London 2012 logo

From a branding point of view, Wolff-Olins’ London 2012 Olympics brand identity has been highly criticised — by both the mainstream press and by many people from within the design industry. I saw a talk given by Neville Brody not long after it was unveiled, and he had quite a rant about it! For me, the jury is currently still out on whether the branding succeeds, and I don’t think we’ll really find out until after the closing ceremony.

I know the branding doesn’t appeal to me personally, but then perhaps Wolff-Olins was taking it in a different direction — one that will appeal more to young people, and encourage them to take up sport, and become more aware of the importance of global competition. But perhaps something like the Olympic Games shouldn’t be so narrow in its scope. It is, after all, intended to unify people from across the world; not just to inspire the UK’s disaffected youth. Would a more universally acceptable design solution be remembered in years to come? Does it need to be? Considering the reactions it has garnered so far, it’s safe to say that this design isn’t ‘perfect’ either, but it’s getting a lot of press, and I’m sure some people really will grow to love the identity. Indeed, I’m quite partial to the recently unveiled pictograms, even though I don’t care for the main logo, or the typography employed.

 

Take a chance

Of course, ensuring your creation appeals to a specific group of people is one of the chief aims of many design projects. Engendering deep emotional involvement in the end user is probably something that cannot be truly gauged until after it is in use, but taking that extra step could mark the difference between a successful, yet unremarkable piece of work, and a flawed, but loved one. Whether that is right for your project, or your client, is of course a different matter altogether.

Is anything perfect?

Monday, March 30th, 2009

What better way to kick off the DVB&ID blog, than to discuss the notion of ‘perfection’ in design?

This is a subject I discussed when I gave a talk at this year’s Ignite UK North event, run by O’Reilly. The format for the talk is simple: 5 minutes, with 20 slides auto-timed to 15 seconds each, to keep things snappy. Take a look.

I spoke about how there are hundreds of things in the world many people describe as a ‘design classic’ - the London tube map, the Eames chair, and the ipod are just three items which fall into this category. Groundbreaking, hugely influential, often desirable they may all be, but could any one of them really be described as ‘perfect’?

How do you define perfection? Well, for the purposes of my talk, I defined it as being when there was nothing I could add or remove from something, to make it do its job any better. And as an example of such a thing, I showed Boots’ own-brand paracetamol packaging.

Boots own-brand paracetamol packaging design

Beautiful, isn’t it?

OK, maybe not, but if you take a moment to really look at it, hopefully you will see what I mean. In terms of telling a customer all the top-line information they need about a product, it’s here, with no fuss at all. It tells you:

- who makes it
- the substance
- the form and dosage
- what it’s for
- quantity
- and an actual-size image of what you will be swallowing.

I think why this design works so well is that it’s not trying to put any marketing spin on the product. So many painkillers show cross-sections of people’s heads or brains with terrifying red flashpoints, or glowing, super-stylised renders of the tablets themselves, offering super-charged, faster-than-the-speed-of-light relief.

But for Boots’ paracetamol, the designer has relied on the power of the Boots brand, and taken an approach more akin to information design. Most people know what paracetamol is for, and often buy it when not actually in pain (ie, purchasing for future use), so there is no real need to ’sell’ it. Of course, this kind of approach would never work if all packaging design adopted it, but for me, its very understatement makes it stand out.

Even the blue background of the lower portion isn’t extraneous, as it is a backdrop for the illustration of the tablet (which, I might add, doesn’t have so much as a drop-shadow behind it). Marvellous.

This is an exercise in design economy, and something that I find an inspiration. In the same way as many new web applications and widgets do a single thing very well, so does this.