brainstorms
ozan (oz) yigit's noteblog at sun.
all my text and photography is released under
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license. all my poetry requires explicit permission.

Thursday January 19, 2006
kodak logo design
i am puzzled by this logo. i can see what the designers want: refresh the typeface, remove the iconic but aged reminders of a film past
but keep its banner colors. the result is ... um, interesting. here are some
thoughts and analysis in terms of lines and shapes, color, balance, space.
[this is not very rigorous, but i hope properly observed.
i would be interested to
know what other designers think]
a disoriented typeface: follow your eyes:
K, o, d [hard transition] a [it spins, swirls, throws you back over to d again ... snap out of it]
k. very strange, no natural flow here. i am not convinced those bookend Ks belong to this
typeface; it must be that d and a are custom. i do not think
that initial uppercase K can really
balance a's swirl. [round and tail-less "a" and "d" are not common in typeface design
with this serious [bitstream] vera-style K. i have consulted quite a number of books
on type, and have not been able to spot an analogue.]
frame lines: their thickness do not match the typeface
thickness; the space between the lines and the type seems arbitrary. these are not the lightbeams of the original logo; they do not add strength to type, but merely frame it from a distance. their paralellism is further weakened by the formal upper-lower type and the spinning a. they almost set up an optical
illusion and appear to bend towards
the closing k.
color flip: earlier kodak typeface had the background color now in
the frame lines, and
the screen/frame had the current typeface color. this switch is bold, if unimaginative [kodak does not really need to carry its
historic color baggage]
and perhaps a reflection of some new organizational perspective.
size: it is clear logo will reduce and reproduce reasonably well. in smaller
sizes, the power of a is diminished; it is just Kodak name. memorable
in its moments, even when there is no image left behind.
at the end, i remain puzzled by this weak logo. it would be interesting to know what the designers thought, and how this reflects the new image of kodak.
related reading: david e. carter, logos redesigned:
how 200 companies successfully changed their image, june 2005.
[not being able to get away: looking at that tight a again
i realize
that in kodak, it is a good reminder of a roll of film...]
[addendum: frame lines were removed from the logo in a later release.
were the lines a part of an earlier or an alternate design? they are
good clues for the designer's vision. removing them solves one design
issue, but also removes some color and a potentially useful idea.
all that remains in focus is some stuttering typography.]
(2006-01-19 10:23:21.0)
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Thursday November 03, 2005
tufte's six information design principles
note to self: from shermer's sci am article
The Feynman-Tufte Principle:
- documenting the sources and characteristics of the data
- insistently enforcing appropriate comparisons
- demonstrating mechanisms of cause and effect
- expressing those mechanisms quantitatively
- recognizing the inherently multivariate nature of analytic problems
- inspecting and evaluating alternative explanations
in brief, information displays should be documentary, comparative, causal and explanatory, quantified, multivariate, exploratory, skeptical.
[tbd: a screed about the sorry state of the open-source information display
tools [eg. gnuplot, ploticus, xmgrace et al]
i found a reasonably good review of some
tools here]
(2005-11-03 10:50:00.0)
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Friday August 26, 2005
road to zen of design
zen of design has
a charming slogan:
Challenge everything. Especially silly catch phrases.
there is the obvious self-reference, but i think the qualification
stops the self-reference. some people would not consider challenge
everything [for some fruitful range of everything] a silly catch phrase,
especially in design. here is an exercise to put this in perspective: consider challenging
these conventional wisdom bits extracted
from paul graham's taste
for makers or how you can make great things
[i omitted the mind-numbingly boring bits like good design
is redesign and so on]:
good design is simple
good design is timeless
good design is suggestive
good design is hard
good design looks easy
good design uses symmetry
good design resembles nature
good design is often strange
good design happens in chunks
[i will present my thoughts on these bits in another
blog essay sometime soon.]
related reading: don gentner and jakob nielsen,
the anti-mac interface, cacm aug 1996.
[one of my favorite papers about challenging design assumptions]
(2005-08-26 12:19:57.0)
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Wednesday August 03, 2005
new rome logo
i just received an email about winning the rome logo contest. [insert loud rejoicing]
my design #1 [inspired by saul bass paper cutout designs] has been chosen to represent
the rome project from a shortlist
of three designs. more details are in patrick's
blog.
i am very pleased and honored.
[i will post a detailed note on this particular design shortly.]
(2005-08-03 13:23:08.0)
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Thursday June 16, 2005
rome logo contest, plan b [sigh]
rome logo contest had an unfortunate case of vote tempering.
they have moved to their plan b: community email voting with
project founders choosing their logo from amongst the top five
logo entries. contest details, news update, voting details are all
here.
all submissions for the ROME logo competition are
here.
[sigh. fixed the broken link to wiki.java.net]
(2005-06-16 12:06:48.0)
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Monday June 06, 2005
logo designs for rome: last entry.
earlier i had written about the first three designs. this one was the 11th
hour entry. it is very tempting to design something with arrows [there are several
of those] and interpret the old proverb, but here i decided i would use braided
links instead to symbolize the elements of ROME the project, not ROME the city. alas
ratings so far indicate i have not captured what most people think would go
well with this project. [most popular logo seems to be something with a sun
inside the O and an olive branch dangling from R, with a shadow]
public voting/rating site is here.
(2005-06-06 12:51:09.0)
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Friday June 03, 2005
logos for languages: cplusplus
c++ and i go back a long way. we had licensed and used the early ctrans version at
york university around 89 or 90; i liked that early version, but came to dislike
the ARM and the inevitable b-movie monster standards that followed.
over the years, i designed a number of c++ logos that reflect my [less than complimentary]
view of the
language; these days that view [when i look at it at all]
is best summarized
by this logo.
[to be sure, c++ was not the only programming language targetted by my comic logos; i will
post others as i render them. perl is/was a particularly rich target, as it is so easy to
poke fun at its postmodern pseudo-lingual nuttiness...]
related reading: stroustrup,
the design and evolution of C++, 1994.
a must have book for
programming language designers. it is not often one finds such a through review of
design decisions.
(2005-06-03 08:58:10.0)
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Tuesday May 31, 2005
logo designs for rome
today i sent in three of my designs for the ROME project logo
contest. all rendered in illustrator amidst two carboncore crashes. [i guess
i should be cheered that i am not using tiger; i can actually get some work
done instead of banging my head to the nearest wall for all the new and old stuff
that are not working properly. sigh, what a flop] i have a number of other designs
(on paper) that i simply could not find the time to render in illustrator. some would
not have been acceptable anyway: i realized a couple of weeks ago ROME project wanted
an all UPPERCASE logo whereas i had been working on all lowercase (surprise, surprise)
designs. oh well, good practice anyway, and as david vestal put it,
practice sharpens our perception
and improves our performance.
some notes:
first one is what i call the paper-cutout logo, one of my favorites,
inspired by paul rand and
saul bass designs. it is hard to get the cutouts just right: one has to balance
the letter cuts, cutout shapes, their placement and their colors. i can see
doing dozens of variations until i am satisfied with all four elements. a note on the
font: it is
linotype herculanum, by adrian frutiger. it is based on the roman handwritings
of the first century AD.
second logo is a custom typeface assembled to resemble a
futuristic road sign that says something like go here and plug in.
this is the logo that would look great on a golf shirt :) [initially, i wanted
to assemble these letters as an homage to sun logo, but i could not make it work.]
third logo came out of a serendipitous encounter. i had designs with
a connected, semi-cursive ROME when i came across a java applet that generates
and solves mazes. [i do not recall how i ended up in a maze] its solution was a
path that looked very (very) roughly like an r, m and an e. [sort of like seeing faces
in clouds] a path through a maze
seemed appropriate for a ROME logo... [most maze generators programmed in the usual
way do not generate path crossings as you see with letter O here. these
are called braid or multiply-connected mazes]
all submissions for the ROME logo competition are
here.
june addendum: public voting site is
here.
[unfortunately 4images interface is clumsy and sluggish so requires
some patience, but please vote.]
related reading: steven heller et al.
paul rand, phaidon press, 2000.
(2005-05-31 11:31:43.0)
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Wednesday January 12, 2005
neat bit of sandisk design...
here is
a neat bit of engineering: a flip-over
design for an SD card with a usb connector...
(2005-01-12 20:22:56.0)
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Tuesday December 28, 2004
lupton's free advice
selections from ellen lupton's wonderful thinking with type appendix free advice [comments in brackets mine]
think more, design less: many desperate acts of design ae perpetrated in the absence of a strong concept.
a good idea provides a framework for design decisions, guiding the work. [software designers often start
with a good idea, but manage to tear it apart and bury it in the process.]
say more, write less: just as designers should avoid filling up space with arbitrary visual effects, writers should
remember that no one loves their words as much as they do. [good advice for most bloggers]
make the shoe fit, not the foot: Rather than force content into rigid containers, create systems that
are flexible and responsive to the material they are intended to accomodate. [most software designers confuse
flexibility with features]
build the discourse: Design is social. It lives in society, it creates society, and it needs a society
of its own - a community of designers commited to advancing and debating our shared hopes and
desires. Read, write, and talk about design whenever you can. [amen]
(2004-12-28 20:00:08.0)
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Friday November 05, 2004
designing a logo for sim1...
a friend of mine who does wonderful chain jewellery, needed
a logo. name of her business is lorica designs, latin
for armour. here is one of the designs i recently created for her; this
one is using a special typeface to represent chain links.
i am quite pleased with this preliminary design, and i know my friend (sim1) likes it
as well. it works for my eye, even though the composition can be improved some more. how
can we tell if it is a good design? is it simple? timeless? slightly funny? suggestive?
looks easy? uses symmetry? etc etc... [i have yet to construct
a complete graham conventional wisdom checklist
(paul graham,
taste for makers) for this. ah well...]
i have been working on a number of logos, some more challenging
than others; a notable entry amongst them is a new hacker logo,
my alternative to that amateurish ESR
hack that is supposed
to represent the hacker community. [my logo is just a design exercise, not
an ego trip.]
lorica logo design copyright 2004, ozan s. yigit. all rights reserved. cannot
be reproduced in any form without permission.
(2004-11-05 06:57:00.0)
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Sunday October 31, 2004
notes on "notes on the synthesis of form"
trying to get to the core of alexander's notes while waiting for my son's martial
arts class.
this is the earlier, foundational work of alexander on the analysis of design problems and
resulting diagrams, what later came to be known
as patterns. but this is a flawed work: even though it is an attempt to formalize the
design process, using logical structures to represent design problems (probably an
influence of logical atomism at the time) it seems strangely
incoherent in places, quasi-formal, as if he found it tiring along the way and gave it up.
[at this point, i am not so sure if he really had a good handle on the mathematics
and logic to do his idea justice] looks like appendix 2 mathematical
treatment of decomposition needs a close reading to see if it is correct and
complete, and more importantly, works. [he mentions that these were programmed
for a 7090]
here is an important quote, from the opening of goodness of fit
the following argument is based on the assumption that physical clarity cannot be achieved
in a form until there is some programmatic clarity in the designer's mind and actions;
and that for this to be possible, in turn, the designer
must first trace his design problem to its earliest functional origins and be
able to find some sort of pattern in them. I shall try to outline
a general way of stating design problems which draws attention to these
functional origins, and makes their pattern reasonably easy to see.
this is how it all started...
Christopher Alexander.
Notes on the Synthesis of Form
Harvard University Press, Cambridge, Mass. 1964.
(2004-10-31 16:54:28.0)
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Wednesday September 29, 2004
piet hein on good design
as i work on an essay countering some of paul graham's
Conventional Wisdom observations on design, i come across a well known piet hein poem.
in my reading, "good design" replaces "wisdom" and resonates.
The road to good design? --- Well, it's plain
and simple to express:
Err
and err
and err again
but less
and less
and less.
(2004-09-29 18:58:00.0)
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