Tuesday, September 7, 2010

Just a Tool

Below is an excerpt I recently read in a book called Graphic Design—The New Basics. It's very appropriate as you begin your graphic design career.

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Before the Macintosh, solving graphic design problems meant outsourcing at nearly every stage of the way: manuscripts were sent to a typesetter; photographs—selected from contact sheets—were printed at a lab and corrected by a retoucher; and finished artwork was the job of a paste-up artist, who sliced and cemented type and images onto boards. This protocol slowed down the work process and required designers to plan each step methodically.
By contrast, powerful, off-the-shelf software now allows designers and users of all ilks to endlessly edit their work in the comfort of a personal or professional workspace.
Yet, as these digital technologies afford greater freedom and convenience, they also require ongoing education and upkeep. This recurring learning curve, added to already overloaded schedules, often cuts short the creative window for concept development and formal experimentation.
In the college context, students arrive ever more digitally facile. Acculturated by iPods, Playstations, and PowerBooks, design student command the technical savvy that used to take years to build. Being plugged in, however, has not always profited creative thinking.
Too often, the temptation to turn directly to the computer precludes deeper levels of research and ideation—the distillation zone that unfolds beyond the average appetite for testing the waters and exploring alternatives. People, places, thoughts, and things become familiar through repeated exposure. It stands to reason, then, that initial ideas and, typically, the top tiers of aGoogle search turn up only cursory results that are often tired and trite.
Getting to more interesting territory requires the perseverance to sift, sort, and assimilate subjects and solutions until a fresh spark emerges and takes hold.
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