Think out of box

How to think ?

Thinking out of box

iMethodology - iMeth

Art Principle

Design Principle

5 Design models.

  1. Iterate all design ideas on the same object.
  2. All objects has the same design idea.
  3. One design idea used more times on the same object.
  4. Mix various design ideas into one object.
  5. Create a new design idea.

1 - > The same object have various design idea.

2 -> Uniform design idea. Boring.

3 -> The same design idea , the same object , but different style.

4 -> At least 2 design styles mixture into the same object.

5 -> 1234 is based on existing design style , 5th create a new design style.

No design style is a design style.


- Beginner is learning software. Master is learning out of software. Intermediate both.

  • No need to consider how manufacturing it.

  • No need to consider how much cost .

    • Artist aren’t supposed to be responsible for money.
  • Futuristic is possible to made a real one at the future.

  • But need to consider their materials.

  • But need to consider how it works, not only how it looks.

  • Beautiful objects that are as simple and pure as they are functional.”

  • Think about all the fucking possibilities.

  • In Rams’s formulation, a new object should be innovative, useful, aesthetic, understandable, unobtrusive, honest, long-lasting, thorough, and environmentally friendly, and feature “as little design as possible.”

  • Artist have no glass ceiling.

    • How to break glass ceiling ?
  • Good Fucking Design Advice:

enter image description here

  • Learn to take some fucking criticism.
  • Every time use method of outside of box is beyond myself.
  • 『人々の未来を照らす物語の創作』

P.A.WORKSは観た人の心に長く残る作品、「明日も頑張ろう」と思える作品づくりを心掛けてきました。おかげさまで、視聴者のみなさまからも「元気が貰えた」「人生が変わった」といった嬉しい感想を沢山頂けます。これは作品が担うことのできる素晴らしい力だと思います。作品に触れたことをキッカケに、人々が未来の肯定的な物語を思い描けるような作品をこれからも作り続けたいと思います。また、一過性のエンターテインメント作品にとどまらず、「ずっと大切にしたい」と思える作品、人々の現実の生活に光を灯し続ける作品でありたいと考えています。
–不仅如此,我们不想止步于创作“一次性的娱乐”的作品,也想要创作出让人感到「想要一直珍惜」的作品,照亮人们现实生活的作品。

  • 能够改变人们生活的作品
  • 能够有机会在现实中触摸到的作品
  • 创造永恒的作品
  • 不是创作一次性消费的作品
  • 不是创作短暂的作品

  • 约翰·拉塞特的创意称为“玩具总动员”(ToyStory),灵感来自他和乔布斯共有的一个信念:产品是有灵魂的,是为了一个使命才被生产出来的。如果一个物体是有情感的,它的情感应该是基于它想实现自己价值的渴望。例如,杯子的使命是盛水;如果它有情感,它会在满的时候高兴,空的时候悲哀。计算机屏幕的使命是跟人互动。独轮车的使命是在马戏团被人骑行。而玩具,它们的使命就是供孩子们玩耍,因此它们的恐惧就是被抛弃或被新的玩具取代。所以,一个最受喜爱的旧玩具和一个闪闪发亮的新玩具搭档出演的兄弟电影,是极富戏剧效果的,尤其是所有活动都围绕着一些跟主人分开的玩具所展开。如原脚本开篇时所说:“每个人都有在童年时失去玩具的痛苦经历。我们的故事从玩具的视角展开,他一度失去并努力重新得到对他来说最重要的事情:跟孩子们玩。这是所有玩具存在的原因。这是他们存在的情感基础。”The idea that John Lasseter pitched was called “Toy Story.” It sprang from a belief, which heand Jobs shared, that products have an essence to them, a purpose for which they were made. If the object were to have feelings, these would be based on its desire to fulfill its essence. The purpose of a glass, for example, is to hold water; if it had feelings, it would be happy when fulland sad when empty. The essence of a computer screen is to interface with a human. Theessence of a unicycle is to be ridden in a circus. As for toys, their purpose is to be played withby kids, and thus their existential fear is of being discarded or upstaged by newer toys. So abuddy movie pairing an old favorite toy with a shiny new one would have an essential drama toit, especially when the action revolved around the toys’ being separated from their kid. Theoriginal treatment began, “Everyone has had the traumatic childhood experience of losing a toy. Our story takes the toy’s point of view as he loses and tries to regain the single thing mostimportant to him: to be played with by children. This is the reason for the existence of all toys. It is the emotional foundation of their existence.”

  • First for Art, 2nd for Design.

  • First is Artist, 2nd is Designer.
    • Why not First is Designer , 2nd is Artist ? Because Art is glass ceiling of Design. Art has no glass ceiling.
  • 对于 Apple 工业设计实验室来说,设计不需要民主,设计需要独裁。
  • 虽说这是一本设计书作,但内容却不在于介绍设计团队、创意过程或是产品开发。本书客观地陈述了我们的工作,却也阐述了我们是谁。它呈现了我们的工作方式、价值观、关注点以及我们的目标。我们始终希望,人们能通过我们所做的事情来定义我们,而不是我们所说的话。
  • We believe that beautiful design is just the beginning of experience of users.
  • We both believed in beautiful design and Steve in particular felt that you had to begin design from the vantage point of the experience of the user. 你必须从用户体验的角度开始设计。
  • Idea comes anytime anywhere.
  • Don’t just make a tool, making a tool for people. for art.
  • Don’t follow technology, follow people.
  • UI design is still how it works ,not just how it looks ,clean and beautiful is not good enough.
  • Follow people ,don’t follow idea .
  • Don’t always follow feedback, Don’t always follow users. At most 80% don’t.
  • 80% out of user, 20% follow user.
  • 80% Art, 20% Design.
  • 设计师中的艺术家;艺术家中的设计师。I’m a both of them.
  • Users always want a faster horse ,he can not image a car, he can not feedback what he never saw.
  • 让人们有回味,留恋的感觉。
  • 不管我们做什么事,总会有人不买账。但我的工作是不让别人喜欢我,这家公司能真正把理性和感性的东西结合在一起。
  • 什麼是不能設計的?人生是不能設計的。