There's so many interesting aspects of making a movie: the costume department, the set design, the casting itself, the locations.
Democratic strategists and operatives should not design a strategy based off today's conditions. They should be setting a strategy for where the trajectory of polling is headed.
In regards to being a fashion aficionado, there's a certain amount of taking yourself seriously in the professional world. The self-effacing person can't completely go down the serious road. But I design, and love when things are beautiful.
I've come up through art school, through painting, through graphic design, through advertising, through TV commercials and music video. I've designed books, built billboards, matchbooks, corporate identities. I continuously paint, I've done conceptual art pictures.
I don't design for wallflowers.
We don't design by calculator or by demographics or anything like that. We really are a group of creative, sensitive people. We have our charmed little world where we get to make things. We're really lucky.
Before 2000, we were unable to design a single car; all the cars were designed in Japan, Europe or somewhere else. We were just converting.
When the Grateful Dead needed a quality sound system to deliver our sonic payload, I learned electronics and speaker design.
With couture, you feel obligated to design something modern each season, but with Theyskens Theory, I don't question anything. I'm thinking of what I'd like to wear.
You can almost say that a design error is a human error because, after all, it's we humans who do the designing.
Fear is present when we forget that we are a part of God's divine design. Learning to experience authentic love means abandoning ego's insistence that you have much to fear and that you are in an unfriendly world. You can make the decision to be free from fear and doubt and return to the brilliant light of love that is always with you.
Keep it simple, stupid. Good game design shouldn't keep you looking at the manual but should have enough depth where you feel like you bring something new to the game every time you play.
When you're learning, especially to write, unless you're some incredibly gifted writer, a young Malcom Gladwell, say, you need to be imitating people. You need to be imitating how they make their work, how they structure it, how they design the pieces. It gives you chops; it gives you moves.
All brands, whether high-ticket luxury ones such as Cartier or Rolls-Royce or 'masstige' ones with luxe-y overtones but altogether more affordable, all want to grow. Even brands that may have started in a modestly niche design and lifestyle fashion can find themselves under pressure to go global or to sell out at the top.
When we design for non-Latin, we always aim to create a rhythm and texture that is sympathetic so when you have the two scripts running side by side, they create, ideally, the same tonal value on the page.
People interact with their phones very differently than they do with their PCs, and I think that when you design from the ground up with mobile in mind, you create a very different product than going the other way.
Independent graphic novelists have already achieved good work in terms of design, but all these great minds are writing in English. There is a need for people to write in Hindi.
I have played a few times in Barcelona, including the fantastic Olympic Stadium. It's undoubtedly one of my favourite cities in terms of the people, arts, food, architecture and design.
Traditional horizontal search engines cannot always identify the target audience, niche or vertical industry of a page or site. Vertical search engines address this issue by the nature of their design. They identify sites according to more specific criteria and sometimes even by human input.
What can we learn from the battle between data and design? What can we learn from the relationship between Google and Apple? Clearly no one school of thought is right: Apple and Google are both wildly successful and profitable companies that changed the world.
Once I got out of architecture school I decided not to be an architect, I just started my own little design studio.
I have made bouquets of pleats, bouquets of flowers, bouquets of ruffles, bouquets of feathers. Often I design in mousseline, held tightly around the waist, and with something else going on all around.
Good design doesn't date. Bad design does.
A greater focus on design in all new homes would make the best use of land, create homes and public spaces, and reinforce the structures of urban life.
My affliction has been... I can make something or draw something or design something better than I can explain it.
Design is inherently optimistic. That is its power.
Italian design is a global excellence, on a par with food, culture, cinema, and, more generally, lifestyle.
The great majority of Baghdad is a slum - a lot of it's new, but it's still slum. It's usually this concrete-block, one-room design with a door and a window, arranged one-up, one-down, often with a shop with nothing in it on the first floor, and then a one-room apartment above it. There's street after street after street of that stuff.
Design and style should work toward making you look good and feel good without a lot of effort so you can get on with the things that matter.
I might want to open a hotel and design all the rooms. Or maybe a museum that lets me curate all the events.
I used to do design before I was actually rapping. I went to art and design high school.
The debate that I'm interested in having is with seriously smart people about how we design institutions in the 21st century that will genuinely address problems of poverty and educational underachievement.
I look at graphic design as communication, meaning that the work has to have a vibe to connect to the viewer or perceiver. I make a black and white drawing and then add color digitally, bringing in a contemporary pattern to the composition to create a vibrance.
To design something really new and innovative you have to reject reason.
There's established gaming IP that's coming from console to mobile, which is interesting. Everything is converging a little bit toward mobile devices in the living room. On the casual side, the graphics and animation and game design and all of those variables are improving.
Design is about point of view, and there should be some sort of woman or lifestyle or attitude in one's head as a designer.