Graphics Reference
In-Depth Information
Though many of us first entered a digital design world where we were encouraged to
simply think up whatever we liked, we are now entering a new phase. In a highly tech-
nical field, we've always been light years ahead of the general public. Now, in some es-
sential ways, the public is catching up. They know what they are willing to do to use our
products, and they know their limits. Using the power of their consumer dollars, they de-
mand products they can use with ease. Designers who fail to react to that demand are
doomed to failure.
Now, there must be an additional element to our artistic consciousness. We must com-
municate with our users, listen to their wants and needs, and create our products with those
things in mind. Some of us might see this as stifling, but growth is inevitable—and good.
Like Fitzgerald's persona of first-rate intelligence, we must learn to see things more than
one way. The best designers will see this as an opportunity, finding ways to express their
vision so that users will be enticed to the designer's products. Without altering our inner
convictions, we must learn how others see our ideas. When their perceptions diverge from
our artistic intent, we must listen, learn, and adapt our methods. Only then can we hope to
show our audience the incredible potential of the art of digital design.
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