Sense is More Important Than Accuracy

Accuracy is overrated when it comes to portraying something in a way that makes sense to most people. Outside a research paper or an architectural drawing, you’re more often looking for verisimilitude. Verisimilitude captures the essence, or appearance, of a thing. Today that means distilling it down to pertinent details rather than describing every boat in the harbor and their moorings (during the frickin climax, Dickens, wth). I’ve run across the distillation principle again and again in different contexts, so I have plenty of examples:

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So What Makes Great Design?

Last week I tackled the question, “What makes good design?” to spell out the rules of basic competency. But knowing all the rules and putting them into practice doesn’t necessarily make someone a great designer. Mastering the art requires a more – that “more” requires intuition and the ability to recognize what’s needed on a project by project basis. This is where things get tricky and require tons of practice. Here’s the more difficult rules I’ve discovered. Also, many of them work for every art, including writing.

 

Your imagery has to communicate as much as the type.

 

Sometimes the imagery is the type, if you’re doing funky things like making letters morph into horses, but when you do make sure people can see the horses. I know from experience how working on a design can give you tunnel vision, making you imagine you’re communicating a whole lot more than you actually are. You can spend hours arranging a bunch of swoopy lines into the shape of a cowboy, only to have the first person you show cock their head, decide they have the right-side-up image upside down, and turn it over saying, “Is it supposed to be an elephant?”

This also goes into what I was saying about symbolism a few weeks ago. People, designers and clients alike, can get way too caught up in the significance of their chosen imagery when it doesn’t communicate squat to anyone outside their circle. You can’t think like a Freemason when you’re trying to bring people in, not exclude them.

 

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What Makes Good Design?

The simple answer to this question is: whatever looks good and does the job. But that’s hard to quantify, so let’s break it down. Here are the basic rules to making yours designs not look like crap:

 

The information is readable.

 

Believe me, I’ve seen people screw up this basic requirement. Back in art college, I and a couple other students were tasked with making a poster for our art show, and I actually got into an argument with them over some stupid font they thought looked cool, but was totally illegible. They wanted to use it for where the show took place, when it was, and all the other important information people needed to know to go see the fucking thing.

To make extra-sure what you’ve done is readable, take a step back and look at it from a few feet away. Then look at it again sized down to a thumbnail. Is the most essential information still readable at a distance or tiny?

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On Collaboration: Equal Does Not Equal Same

Collaborating with others is a learned skill. One most people don’t learn properly in school because most teachers just throw a bunch of students together and hope for the best. The students almost always divide the work the same way: so everyone gets a smaller piece of the same job. This is not how projects work in real life because shit actually needs to get done, and it’s the worst way to go about it.

For example, in university I was once saddled with a group who thought sharing the workload meant everyone had to write a report and recite it in front of the class – independently. It could hardly be called a “group” at all. I tried to work for better cohesion: playing MC, tying people’s ideas together, and trying to engage the audience. I even tried to teach the rest of the group to memorize their shit so they wouldn’t stand there mumbling with their noses in their notes, but guess what they did come presentation time. Each was in their own little world, boring the shit out of everyone else.

One girl didn’t present at all, which I didn’t think was a problem because she’d dutifully taken on all the boring logistical problems the group had: taking responsibility for research materials, organizing people’s notes, getting the AV equipment. She’d done more work than anyone, but those immature assholes didn’t recognize it because it wasn’t the exact same work they were doing. When they started bitching at teacher that she shouldn’t get the same grade, I told them all to STFU and listed every contribution she’d made.

When you put people together and force them all to drudge through the same tasks, everyone’s performance is dragged down. What you end up with is an idiot group: one where the output matches the lowest performer involved. The only way to solve this is to find different tasks that fit each person’s skill-set and interests. Everyone has different strengths and weaknesses. A smart group delegates jobs based on people’s individual strengths and covers their weaknesses.

If everyone was as good as everyone else at the same things there would be no need to collaborate in the first place. The whole point of forming a group is to cover all necessary aspects of a project that can’t be done alone. The best collaborations I’ve had were with people who slotted well into all the gaps that needed filling, where people loved doing jobs others hated. Everyone at once could think, “I’m so glad I’m doing X and not Y,” and be confident that someone else was getting Y done because it’s a job the other person enjoys.

People do their best work when they love it (and continue to love it even when it’s frustrating). If you truly hate some aspect of the work you need done, farm it out. That’s what smart people do, because they realize their time is best spent on things they enjoy.

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Take Criticism Like a Pro

“How do you handle feedback?” is a question I get asked from time to time. It’s one I’ve had trouble answering because taking criticism is something I manage well enough that I forget how delicate people can be. Weeks ago I took part in a podcast where feedback was a main topic. I felt afterwards that we kind of made a hash of it because our responses were basically, “Well, feedback is good, right? Right.” I’ve been trying to work out a more helpful answer ever since.

First, feedback is essential to creative growth, just as it is with biological evolution. Without the push-pull of outside forces, life wouldn’t have developed the complexity it has today because it wouldn’t need to. We’d still all be single-celled organisms swilling primordial soup – if that. Of course the process requires death and pain. It’s unavoidable, but beneficial. Just ask someone who can’t feel pain. They’ll tell you their life is a constant struggle not to maim themselves because their body won’t tell them when something’s wrong. For art, the same is true.

But how did I learn to take the pain? I suppose some personal history is in order. First day of art college: the pottery class all got to throw something on the wheel. Afterwards the teacher took a clay wire and sliced all their pots in half. Students whined. Because back in high school everything they made was a precious gem to take home to mommy. This shit, however, would not fly here. Students paid to learn, and that meant dissecting every pot until they stopped sucking.

A similar lesson was carried out in figure drawing class. Students spent days doing nothing but 30-second gesture drawings. They wouldn’t get a good long pose until they’d practiced getting the whole body down in as short a time as possible. This kept students from spending all their time drawing the model’s face, or boobs, or whatever – over focusing on details without grasping the bigger picture. It also taught another valuable lesson: not every stroke of the pen is sacred. It forced students to practice and get used to drawing endless reams of crap.

Every student had to learn how to critique and be critiqued, though these sessions were soft compared to some places online. It was a supportive environment where your work was regularly picked apart. And nearly every student (that didn’t drop out after first year) realized that criticism wasn’t personal. These people were trying to help (even if that help was misguided attempts to get students to stop painting realistically in favor of abstract expressionism because the instructor drank the Greenberg/Rosenberg Kool-aid).

So my answer to how I handle feedback is: training.


Of course finding ways to train your mental feedback forcefield can be difficult, especially if your only available resources are online, where trolls lurk around every corner. The answer isn’t finding some hugbox where criticism isn’t allowed, because these environments are toxic, poisoned by the egos of people who’ve devolved into the creative equivalent bacteria, endlessly eating their own shit and never evolving. To learn how to take criticism you have to seek it out, and that means putting your stuff out there. So what are some ways to ease into it?

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Ethics for Dudebros: The Golden Mean

You may think Aristotle was just some boring old Greek philosopher dude, but he taught Alexander the Great how to conquer the world (most of it anyway) so Aristotle totally knew his shit. He was a dude who knew how to live the good life, and he laid down how everyone else could be good dudes too, by following what he called the Golden Mean.

The Golden Mean is our scale for being a Chillbro. It means if you go too far with something, you’re being an Asshole, whereas if you’re not doing enough, you’re being a Douche. Being a Chillbro means sitting comfortably between the two extremes. According to Stotes (Stotes is what I call my main man, Aristotle), there’s 12 ways you can be awesome (Virtues), but 24 ways you can fuck it up (Vices), so there’s two Vices to Each Virtue. Here’s a chart to make it nice and simple:

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How to Sit Yourself Down When Your Brain Goes Bugfuck

I’ve been bouncing off the walls all week, perhaps longer. I’ve managed to get a lot done lately, but the panic sets in the moment I wonder if I’ve been taking off in the right directions. It’s hard to gauge, especially when the money’s not coming in, seeing as it’s modernity’s primary indication of worth – and even though it’s 100% shit, we’re stuck wading in it. Anyway…

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Advice That Makes You Go Duh: Summing Up a Story

If you can’t sum up your story in one sentence, you don’t have a story so much as a bunch of shit that happened. It could be a long sentence, but you only get so many “ands” before people stop listening. If you can’t make someone interested in your idea within that framework, it’s time to take a step back and figure your shit out. It’s a lesson I learn fresh every time I start new story.

Often people start with a situation, but not knowing their character’s drives, they fail to turn that situation into something that moves the reader to give a damn. I’ve found summing up your story in as few words as possible is a great way to reveal this fundamental flaw.

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A Good Voice Will Travel

“No digressions allowed!” is one of many pieces of writing advice I’ve read from the horizontal climbers, which is no doubt good advice if you want to write thrillers to formula. However, many books I admire are full of digressions and asides. In fact, such digressions sometimes make those books stand above the crowd. It’s one of those things that made me realize the best teachers are often books themselves.

The thing is, if you’re reading a “how to write” book written by someone who makes more money selling advice than their fiction, you’ll end up making the same mistakes they do. Yes, I get the irony of my own advice, since I have yet to sell a damned thing—but my advice isn’t to listen to me, it’s to listen to the good writing that sings inside you as you read. Anyway…

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