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	<title>Design Thought Leader</title>
	
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	<description>A world of ideas from across the web</description>
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		<title>Robert Rauschenberg on Possibility</title>
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		<comments>http://www.designthoughtleader.com/2009/11/rauschenberg-possibility/#comments</comments>
		<pubDate>Sat, 07 Nov 2009 13:04:17 +0000</pubDate>
		<dc:creator>Nate Burgos</dc:creator>
				<category><![CDATA[Quote]]></category>
		<category><![CDATA[Possibility]]></category>

		<guid isPermaLink="false">http://www.designthoughtleader.com/?p=687</guid>
		<description><![CDATA[I usually work in a direction until I know how to do it, then I stop. At the time that I am bored or understand—I use those words interchangeably—another appetite has formed. A lot of people try to think up ideas. I’m not one. I’d rather accept the irresistible possibilities of what I can’t ignore.
]]></description>
			<content:encoded><![CDATA[<p>I usually work in a direction until I know how to do it, then I stop. At the time that I am bored or understand—I use those words interchangeably—another appetite has formed. A lot of people try to think up ideas. I’m not one. I’d rather accept the irresistible possibilities of what I can’t ignore.</p>
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		<title>Orhan Pamuk on Objects</title>
		<link>http://feedproxy.google.com/~r/DesignThoughtLeader/~3/7hPWLo3y-OY/</link>
		<comments>http://www.designthoughtleader.com/2009/11/pamuk-objects/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 19:23:10 +0000</pubDate>
		<dc:creator>Nate Burgos</dc:creator>
				<category><![CDATA[Quote]]></category>
		<category><![CDATA[Objects]]></category>

		<guid isPermaLink="false">http://www.designthoughtleader.com/?p=681</guid>
		<description><![CDATA[I encountered everyday objects that would make their way into the story. At other times, the story would demand an object to keep it moving, so I would bring one in. When I am stuck, I cast about looking for ideas from objects around me. My perceptions, or you can say my tentacles, are wide [...]]]></description>
			<content:encoded><![CDATA[<p>I encountered everyday objects that would make their way into the story. At other times, the story would demand an object to keep it moving, so I would bring one in. When I am stuck, I cast about looking for ideas from objects around me. My perceptions, or you can say my tentacles, are wide open to everything in shop windows, in friends’ homes, in flea markets and antique shops and so on.</p>
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		<title>Hailey Allen on Process</title>
		<link>http://feedproxy.google.com/~r/DesignThoughtLeader/~3/DVR4m7uKPVg/</link>
		<comments>http://www.designthoughtleader.com/2009/10/allen-process/#comments</comments>
		<pubDate>Sat, 24 Oct 2009 17:40:24 +0000</pubDate>
		<dc:creator>Nate Burgos</dc:creator>
				<category><![CDATA[Quote]]></category>
		<category><![CDATA[Process]]></category>

		<guid isPermaLink="false">http://www.designthoughtleader.com/?p=673</guid>
		<description><![CDATA[The design process is much like the progression of a story in how it begins with the materials and a few undeveloped ideas. As the materials are crafted to fit the ideas everything is more defined and the design becomes stronger. Narrowing down and combining ideas help to create a bigger picture and a more [...]]]></description>
			<content:encoded><![CDATA[<p>The design process is much like the progression of a story in how it begins with the materials and a few undeveloped ideas. As the materials are crafted to fit the ideas everything is more defined and the design becomes stronger. Narrowing down and combining ideas help to create a bigger picture and a more developed design.</p>
<p>When coming up with a design or a piece of writing one must take into consideration the many different views that the observers and readers will have. To help with the design and writing processes there are guidelines that can be followed to clean up the clutter of the initial group of ideas to better refine and polish the work.</p>
<p>As many designers learn, ‘commodity, firmness, and delight’ are key terms that aid in the formation of a design and can also be accommodated for the writing process. Commodity is the utility of the design or writing. This is a design’s use as a bus shelter or the moral of a children’s story. Firmness is the structure which represents how well a design holds though the elements and how a story flows from scene to scene. And delight is how pleasing the works are to the audience through the eyes and through the mind.</p>
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		<title>Joris Maltha and Daniel Gross on Data</title>
		<link>http://feedproxy.google.com/~r/DesignThoughtLeader/~3/EGNHPfSXXPw/</link>
		<comments>http://www.designthoughtleader.com/2009/10/maltha-gross-data/#comments</comments>
		<pubDate>Tue, 20 Oct 2009 12:48:40 +0000</pubDate>
		<dc:creator>Nate Burgos</dc:creator>
				<category><![CDATA[Quote]]></category>
		<category><![CDATA[Data]]></category>

		<guid isPermaLink="false">http://www.designthoughtleader.com/?p=629</guid>
		<description><![CDATA[If the data allows it, we like to break down information into a graphical hierarchy similar to poster designs: a larger motive or trend is visible at first glance, and more detailed information becomes clear on closer inspection. Furthermore, the design should reflect some of its content. The data does not always allow for this: [...]]]></description>
			<content:encoded><![CDATA[<p>If the data allows it, we like to break down information into a graphical hierarchy similar to poster designs: a larger motive or trend is visible at first glance, and more detailed information becomes clear on closer inspection. Furthermore, the design should reflect some of its content. The data does not always allow for this: many times a simple bar graph is best. That said, a design cannot exceed its content: bad data sets lead to bad graphics, however simple or conventional the design is.</p>
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		<title>Scott Belsky on Nonprofits</title>
		<link>http://feedproxy.google.com/~r/DesignThoughtLeader/~3/o9qsdFpjgVY/</link>
		<comments>http://www.designthoughtleader.com/2009/10/belsky-nonprofits/#comments</comments>
		<pubDate>Sat, 17 Oct 2009 15:06:48 +0000</pubDate>
		<dc:creator>Nate Burgos</dc:creator>
				<category><![CDATA[Quote]]></category>
		<category><![CDATA[Nonprofit]]></category>

		<guid isPermaLink="false">http://www.designthoughtleader.com/?p=660</guid>
		<description><![CDATA[Design can simplify the mission of an organization or the purpose of a product. As a result, design helps us engage.
I had this in mind a few weeks ago during a meeting with the leaders of a new nonprofit organization. They were asking me for feedback on their mission statement and the way their website [...]]]></description>
			<content:encoded><![CDATA[<p>Design can simplify the mission of an organization or the purpose of a product. As a result, design helps us engage.</p>
<p>I had this in mind a few weeks ago during a meeting with the leaders of a new nonprofit organization. They were asking me for feedback on their mission statement and the way their website was organized. While their purpose was noble, I was struggling to really understand what they did. To put it bluntly, their design was horrid.</p>
<p>It saddened me to hear that they “didn’t have time to focus on design” because they were a nonprofit. Since when was design just a luxury? Some new nonprofit organizations have proven that design can be THE core strategy for success. The best example that comes to mind is <a href="http://www.charitywater.org/">Charity Water</a>. As one of the only nonprofits I know that employs a full-time designer as a senior leader of the organization, Charity Water has raised a tremendous amount of money and attention for a very worthy cause: clean water where it is needed most. I encourage you to take a few minutes to review Charity Water’s website, and you will see what I mean. While there are many nonprofit organizations with a similar cause, Charity Water has a competitive advantage: design. …</p>
<p>Whether you admit it or not, your product or service will only succeed if people are engaged by it. Design is a means to that engagement. Reconsider your emphasis and investment in great design as a core part of your business.</p>
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		<title>William Bostwick on Defining Design</title>
		<link>http://feedproxy.google.com/~r/DesignThoughtLeader/~3/LPwsu92MIsE/</link>
		<comments>http://www.designthoughtleader.com/2009/10/bostwick-design/#comments</comments>
		<pubDate>Sun, 11 Oct 2009 14:49:49 +0000</pubDate>
		<dc:creator>Nate Burgos</dc:creator>
				<category><![CDATA[Quote]]></category>
		<category><![CDATA[Defining Design]]></category>

		<guid isPermaLink="false">http://www.designthoughtleader.com/?p=654</guid>
		<description><![CDATA[Design is a pendulum that swings from then to now as designers look for inspiration in old forms and new ideas, alternately embracing and rejecting the past.
]]></description>
			<content:encoded><![CDATA[<p>Design is a pendulum that swings from then to now as designers look for inspiration in old forms and new ideas, alternately embracing and rejecting the past.</p>
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		<title>Adrian Shaughnessy and Tony Brook on Work</title>
		<link>http://feedproxy.google.com/~r/DesignThoughtLeader/~3/7prVRMv-4aU/</link>
		<comments>http://www.designthoughtleader.com/2009/10/shaughnessy-brook-work/#comments</comments>
		<pubDate>Wed, 07 Oct 2009 11:07:19 +0000</pubDate>
		<dc:creator>Nate Burgos</dc:creator>
				<category><![CDATA[Quote]]></category>
		<category><![CDATA[Work]]></category>

		<guid isPermaLink="false">http://www.designthoughtleader.com/?p=649</guid>
		<description><![CDATA[As Creative Directors our philosophy is to [give] designers as much freedom as possible, and only intervening when they go off track. Yet it is only possible to adopt a hands-off approach when you work with good people. If you employ second-rate designers then you have to intervene all the time.
It’s the same with the [...]]]></description>
			<content:encoded><![CDATA[<p>As Creative Directors our philosophy is to [give] designers as much freedom as possible, and only intervening when they go off track. Yet it is only possible to adopt a hands-off approach when you work with good people. If you employ second-rate designers then you have to intervene all the time.</p>
<p>It’s the same with the authors or the external designers we decide to work with on books. Editing is like being a Creative Director, it only works if your intervention is wanted and respected, so we’d only want to work with people who felt that our editorial or design interventions were welcome. If we were consonantly at war with an author or a designer then it probably wouldn’t be the sort of book we’d want to publish—although a bit of creative friction can often help reach a deeper and richer outcome.</p>
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		<title>Gretchen Anderson on Work</title>
		<link>http://feedproxy.google.com/~r/DesignThoughtLeader/~3/9W6H2fXnAmk/</link>
		<comments>http://www.designthoughtleader.com/2009/09/anderson-work/#comments</comments>
		<pubDate>Wed, 30 Sep 2009 15:08:13 +0000</pubDate>
		<dc:creator>Nate Burgos</dc:creator>
				<category><![CDATA[Quote]]></category>
		<category><![CDATA[Work]]></category>

		<guid isPermaLink="false">http://www.designthoughtleader.com/?p=643</guid>
		<description><![CDATA[1) People don’t accurately self-report what they do. This is useful when studying customers during research, and managing clients during the whole darn life of a project.
2) Design isn’t an analytical process. Creativity requires taking leaps and risks, success requires managing those risks perfectly.
3) Have a mantra. Have a few words you can say to [...]]]></description>
			<content:encoded><![CDATA[<p>1) People don’t accurately self-report what they do. This is useful when studying customers during research, and managing clients during the whole darn life of a project.</p>
<p>2) Design isn’t an analytical process. Creativity requires taking leaps and risks, success requires managing those risks perfectly.</p>
<p>3) Have a mantra. Have a few words you can say to yourself over and over that captures what yu want to accomplish in a design. Then make it a point to stop every few days and ask yourself, ‘does the design live up to the mantra?’</p>
<p>4) Always look at least one layer out from the design problem. When you’re drawing your designs, always put them in context. What room is the person in? What else is there? It might just force you to be a better sketcher, but it will often give you insight into issues and opportunities you’d otherwise miss.</p>
<p>5) Fidelity matters: Don’t try to be too polished or too rough, be where you are in the process. If you don’t have a good sense of what’s right, find a mentor who can review your work from that perspective. Otherwise, no matter how great your idea is, it’ll get lost in the silly stuff.</p>
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