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The Magic

by Nate Voss, (9 comments)


magic.jpg

I spent the past week at Walt Disney World in Orlando, Florida, and I was stunned at how perfectly they both captured and adhered to this notion of “magic.” Magic, mind you, is not always a trick. Well, not the kind I’m speaking of, per se. I’m not talking about The Presitige’s form of magic, though there are parallels which I will cover shortly. No, not the Pledge, Turn, Prestige form of magic; the eye-widening (but never eye-opening) sense that the world still has some wonder in it.

Perhaps I am ahead of myself. Let’s start with a fantastic quote from Michael Bierut:

“When I do a design project, I begin by listening carefully to you as you talk about your problem and read whatever background material I can find that relates to the issues you face. If you’re lucky, I have also accidentally acquired some firsthand experience with your situation. Somewhere along the way an idea for the design pops into my head from out of the blue. I can’t really explain that part; it’s like magic.”

That is important. I want you to keep that part in mind. We’re not really sure where ideas come from, it’s like magic. As well it should be. As well we should treat it.

There are two types of magic when it comes to design: Design Through Magic, and Magic Through Design.

Design Through Magic is a sort of theory I have been pondering for a short while. As I sit at my desk and met out the thankless chores and invigorating victories of my job, I wonder, as many do, about the value of design as it is perceived by my peers. Certainly my two fellow designers understand the full range of value in what we do, but what of the clients, and perhaps more radically, what of our non-designer coworkers?

We are often faced with the unfriendly concept that, to a layperson, design is running software. InDesign and Photoshop and, what’s that other one? Illustrated? Our duty is seen to be pressing buttons and moving a mouse to make logos and type bigger or sometimes smaller at the request of, well, someone. Well any as any good professor will tell you design does not happen on a computer. It happens in your mind and in your heart. So the perception and the reality here do not coexist peacefully. In order to remove this negative view of our role in the workforce, I suggest magic.

Design Through Magic: Magicians May Share Their Secrets With Other Magicians, but Never to Anyone Else.

One mistake we often make is attempting to educate our clients and coworkers on how design works. This has been seen for a very long time as a way to engender trust in our professional relationships. Instead, what it accomplishes is less innocent and more damaging. We are simply educating them enough to make them dangerous. In this way they perceive, much as a first-year design student does, that they understand how design works, and they will thus offer their opinions on how you should solve whatever problem you are faced with. When we as designers reject these often deceptively deadly ideas as base, we damage the relationship. Therefore, this baseline-only understanding of design must be removed from the relationship before it causes harm.

Do not explain your methods or how design works. Simply make it work behind a red curtain and when you reveal it let them gasp in wonder at how incredible your solution is. This is all in the set up. Show them the research, the data, the testing and all of that “real world” first. Then show them the magic. Show them what no-one other than you could have achieved but do not tell them how you achieved it. Let them wonder. Tell them it’s magic.

Of course, it isn’t. Neither is stage magic. It is a carefully choreographed production with extensive rehearsals and behind the scenes work. So you know the magic isn’t real, and I know the magic isn’t real, but the audience, the client, and the coworker can only sit in wonder at a thing they did not think possible until you put it before their eyes. And they will both flatter you and berate you to tell, because that is the behavior we as designers have encouraged until now, but as long as you keep your secrets secret they will value you. You. And through you, design. Because they may no longer know how it works, but they will all know that you do.

Magic Through Design: Making the World Wonder.

The world is real. It is solid. It is absolute. And it knows it. So what then can be said for the human mind’s ability to imagine a world that isn’t? What then can be said for those things that create that wonder inside of us?

Disney, Apple, Nintendo, Taget, and Pixar (okay, Pixar’s a part of Disney now, but their work still towers above all others) come to mind when posing the idea of Magic Through Design. These are companies that create magic with their audiences to an extent greater than most. Anyone who has spent a week on Walt Disney World resort, not venturing into the outside world of Orlando, Florida, and mucking it all up, knows what I am talking about. Magic through design is several things:

1. Magic is a commitment to a higher standard of quality than all others.

This is something all companies like to say. Most actually have a commitment to a higher bottom line. As great as they would like to be, most companies have some a-hole along the food chain that sacrifices quality for budget. Having an actual commitment to greater standards of excellence, even in the face of losing money in the short term, is step one in creating magic. No budget analyst would have ever thought the iPod would be successful at launch based on a $300 price point. And indeed, had it been anything like its competitors, the iPod would have been a colossal failure. But it wasn’t. It wasn’t just better, either. It was immediately the standard by which all others were measured. Apple created a magical product that excited the minds of music-lovers everywhere. But it wasn’t just quality of product that did it.

2. Magic Through Design is Without Limit or Edge or End.

That is to say, you cannot see the cracks. You cannot see behind the stage. Dorothy and her companions in The Wizard of Oz were frightened and terrified of the wizard, right up until Toto pulled back the curtain to reveal the secret. To create magic an experience must be all-encompassing. The iPod revolution gave us iTunes and the iTunes Music Store. All were fantastically designed to create a complete user experience from one end of the spectrum through to the other. Each note followed Rule 1, and no element of the experience was left out. Users were never left to fend for themselves or complete lengthy and tiring challenges. Everything just worked. Seamlessly.

Shopping at Target is a pleasant experience from the parking lot to the checkout aisle. The lanes are wide and comfortable, the lighting bright, the people are friendly and helpful, the products are beautiful and affordable. People are happy to shop there. By contrast, compare that experience to the oppresive, depressive nature of shopping at Wal-Mart.

Consider each detail, each and every angle, and allow for all. And never, ever, show the man behind the curtain.

3. Magic Through Design is Innovative, Always.

Once the audience knows how a trick is performed, they realize the world is absolute again and the wonder fades. But show them something they’ve never seen before and they will wonder again at what is possible.

Sony and Microsoft have invested billions into the next home-videogame console war between Playstation and X-box. They have pushed the graphic and sound and capabilities to the limits of modern technology and created supercomputers more advanced than the world has ever seen. But who cares? Because Nintendo is bringing the fun back into games. Instead of a technological arms race for better graphics and prettier pictures, Nintendo made modest upgrades in that area and leaps and bounds in others. The result is the Nintendo Wii. The system is set to smash the competition this holiday season because they have captured imaginations again. Who on Earth would pay $600 for a Playstation when they could spend $250 on a Nintendo and have fun? Proving Marty Neumier’s theory yet again: When everyone else zigs, zag. Zag enables magic.

4. Magic Through Design Makes People Believe in Magic.

To paraphrase Hugh Jackman’s character near the finale to the film The Prestige, the world is a cold, hard, entirely real place. The magician’s job is to make the audience believe, however fleetingly, that this is not the case. That there is wonder left in the world. To show them something they did not think possible the moment before. Follow rules one through three and you may find yourself here at rule four. The Wii. The iPod. Toy Story. Television. The airplane. The photograph. The light bulb. The wheel.

There is much talk today about capturing an emotional connection with your audience. This is overrated compared to capturing an imaginative connection with them. To wonder with them at what is still possible in this world. Through design this is possible. And that is not to say graphic design. Graphic design is only one part of a larger whole that is Design and through design all things can be possible. Even the impossible ones. The ones people call magic.

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Comments (9)

Simanek said:

Very good comparison of the design industry to the entertainment industry. I agree. Every time I accomplish something quickly for a client, but wait a day or two to show it to them this is the case. We do not want the client to mistake our high level of skill for the idea that our work is easy. I don’t care to deceive, but this is a fact of life. The client is more satisfied and convinced that he has hired the right person when this method is practiced.

Joe Moran said:

Good stuff. Ala-Kazam!

VR/

I started a thread inspired by this at gigposters.com. It’s not a rant or anything, just an observation of sorts. http://www.gigposters.com/forums/showthread.php?t=50758 Hanging out here and at gigposters makes me realize I kinda inhabit two separate worlds of design.

PixelHustler said:

Wow, only 2 comments so far. I have to admit, I read this article within hours of its original posting, and didn’t comment immediately. It’s a very well written piece, and is very thought-provoking. I just didn’t have anything new/unique/thoughtful to add to the discussion. Thus, I was hoping to come back today, see 20 or 25 comments, and be able to play off of those for my response. Since that didn’t happen, I’ll just offer this: Nate, thanks for taking the time to write this article. It is the truth, and truth isn’t always apparent in the blogosphere.

p.berkbigler said:

Alright, Nate - I’ll bite on this really tasty hook that you’ve crafted and see where the discussion goes:

  • Part of me shouts a major “Right-on, bro!” in response to this and totally echoes your sentiments of keeping the behind-the-scenes aspects of design in exactly that status, tucking the appropriate smoke and mirrors out of sight when the client comes over to the office for a review or a visit.

I think there’s significant merit to understanding what aspects of our work boil down essential to shop-talk / tech-talk and will more likely leave a client bored, glazed over, or just scratching their heads at why anyone would ever spend so much time discussing something like ligatures. This has seemed to be the sort of design discussion that Rick Poyner really talked about as fairly tiresome and closed to most readership outside of the designer nation.

I also think you’re right in fighting for the “Ah-Ha” moments that we can offer the client. I had an identity project client openly say, “I’m amazed at what I’m seeing and pleasantly shocked to see that that’s what came out of the ways I’d talked about what we do,” when she was reviewing the marks I’d designed based on interviews with her. It gave me all manner of ego-jeebies to hear that, but was also one among many work moments where one thinks, “Bingo - that’s design when it’s running on all cylinders and hitting all the marks.”

On the flip side, however, I think there’s a moment when the “magician” becomes too much of the man behind the curtain in OZ - always tucked away in some secret laboratory doing tricks that no one else is allowed to see or comment on. I think the pendulum swing that arrived with the advent of desktop publishing had a great deal to do with the fact that we all felt like Toto had suddenly pulled the curtain away from our drawing boards and light tables and revealed equipment and tools that people were suddenly able to buy from the digital corner store rather than having to travel to the technician’s workshop to have access to.

This may have pushed all of us towards discussing our work in far more collegial ways with our clients and generating that first-year designer “I now know everything I need to in order to do your job and do it better” phenomenon with our collaborators, but I’ll also argue it’s helped open dialogues that allow clients to REALLY appreciate what’s going into the magic at points and to realize where the humanity of design begins and the technology truly ends.

I have a couple clients who are currently dabbling in Illustrator and Photoshop and only comment more on how much they appreciate the work that I’m offering them as a result of having tried to link the magic rings on their own a few times. Not unlike the poetic reversal that makes Nikola Tesla look like the real wizard at the heart of The Prestige, the “science” of design starts to look infinitely more magical to those who start to know how the common tricks are really done.

I like knowing that there are more and better points of language that I can actually share in common with my clientele and can utilize as ways to keep the project growing and changing as we both participate in it, and maybe what I’m really arguing for within the vernacular of magic is less of the stage-show magic and more of the face-to-face illusions that some magicians accomplish. Deceptively simple tricks that occur right in the palm of your own hand and defy logic even as you can tangibly “feel” them - design that “levitates” ideas and expression so convincingly that an audience would never settle for the cheap parlor tricks of a design that simply puts on a big show by throwing a bunch of levers and speaking into a megaphone behind some ratty stage-curtain…

Mike Miller said:

Nate, I’ll second (or now is it third, or fourth?) the acknowledgment of your well-written post.

While reading it, I was reminded of Brian Collins session at the 2005 HOW Conference. The solutions presented during that session went so far beyond the traditional (printed) design solutions – much like your references.

Dave said:

While this may be slightly off topic … not about the parallel of the designer concealing the steps in the creative process as the magician hides the tricks to the illusion; so both can produce “magic.” Rather it shares about the life of an artist who held the “magic.” I think the idea of where does creative ideas ‘materialize from” might be a question it provokes. If you get LINK television shows I would encourage you to view “Ryan.”

In Ryan we hear the voice of Ryan Larkin and people who have known him, but these voices speak through strange, twisted, broken and disembodied 3D generated characters… people whose appearances are bizarre, humorous or disturbing. Although incredibly realistic and detailed, Ryan was created and animated without the use of live action footage, rotoscoping or motion capture…but instead from an original, personal, hand animated three-dimensional world which Chris calls ‘psychological realism.’

http://www.worldlinktv.org/programming/programDescription.php4?code=ryan

Dave

Dave said:

This may be stretching the topic to suggest you watch a TV show. More about the way we come up with a creative idea, then the parallel between the magician and hiding the tricks and the designer concealing the techniques. Maybe it says something about the creative mind or spirit. I just watched a LINK channel show called “Ryan” and it follows a life of a creative person

In Ryan we hear the voice of Ryan Larkin and people who have known him, but these voices speak through strange, twisted, broken and disembodied 3D generated characters… people whose appearances are bizarre, humorous or disturbing. Although incredibly realistic and detailed, Ryan was created and animated without the use of live action footage, rotoscoping or motion capture…but instead from an original, personal, hand animated three-dimensional world which Chris calls ‘psychological realism. http://www.linktv.org/programming/programDescription.php4?code=ryan

If you have an opportunity to view it spend the 15 minutes as it will make you think about yourself and creativity.

minxlj said:

Great post, and I thoroughly agree. My best ideas just seem to appear…but it’s not without hard work, I grant you. I’m sick of hearing everyone and their dog claim to ‘design’ something cos they have a PC and a hooky copy of Photoshop - talent can’t be taught, I’m afraid, and those brilliant designers we all aspire to are definitely, most definitely, magicians of the highest order.

My white gloves and top hat are a-waiting!


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