What Is
'Design' & How Is It Different From 'Art'?
by Matthew Ziff
"Traditionally, a distinction has been made between the fine arts and the applied arts.
Fine art, such as sculpture, is meant to be looked at; the applied or functional arts, such
as architecture, interior design, landscape design, and product
design, are meant to be used."
"Shaping Space"
Chapter 2, by Paul Zelanski.
In the broadest of terms it is useful to say that fundamentally Design addresses use and Art addresses expression.
There are many ways of both supporting this statement, and contradicting this statement, such as the fact that art is of course useful, a work of design is of course expressive. Even so, the basic driving reason for undertaking design versus art lies with the difference between something being essentially useful rather than essentially expressive.
1. At
the core of creating interior architecture is the activity known as designing.
Designing is
a process. It is not a single action, or a single product. It is a set of
related actions, resulting, usually, in a set of products, such as sketches, models, written instructions, and lists of required items.
Designing is
a purposeful, systematic, and creative activity.
The process
of designing things is purposeful: designers give form, color, texture, and
scale, to products, interiors, and visual communications, and they address the
functional, psychological, and aesthetic needs of users.
Designing is
systematic: it involves the analysis of problems and situations in the built
environment, and the transformation of findings into appropriate and useful
proposals.
Design is
also creative: designers must possess the knowledge, skill, and attitudes to
create compelling visual and functional forms for spaces and components within
them.
2.
What is not design?
It is not
possible to be exhaustive concerning
'what is
not', but generally copying, mimicking, artificial, superficial, meaningless,
generic, are some attributes of non-design.
What is
design? Original, creative, meaningful, functional, elegant, context/site
specific. Of course this too is not exhaustive.
3.
Design is, for us, which is to say those who are seeking to be able to work as
designing individuals, at a fundamental level, a matter of 'making'.
Making
things: drawings, models, spaces, objects, et cetera.
Making may
touch upon many different issues, such as use, material, cost, and location.
Making may
take place at a variety of scales and within many different categories of human
need. Furniture, landscape, rooms, buildings, pens, shoes, and eyeglasses all
can be the work of designing individuals, working alone, or in teams, in urban
offices, or in rural workshops. Making things is typically done in response to
a need or a desire.
Designing at
its most fundamental is sometimes described as 'thinking before acting'. This
is a pretty basic description of rational activity; thought before action.
Design is a basic human activity. Peoples of all cultures all around the world
design things, from utility items like tools, to paintings that have a
primarily aesthetic function.
You can
think of design as a sequence that address the way human beings live.
Such a sequence can be described as:
Identifying
Needs and Desires
Thinking conceptually, schematically, and finally, very precisely
about making (constructing) something/some place.
Making it: Actually building, or constructing, or fabricating the 'designed' item.
Using the newly built, 'designed' space or item: Living in the house, working in the office, using the desk,or bottle opener.
Identifying
New/Changed Needs and Desires: The user changes, the occupants have new needs or desires.
Revising and replacing: Starting the whole process over.
4.
Design is fundamentally about making things, but it is more than that. Design
is a special kind of making.
It is a kind
of making that is driven by ideas, and it is ideas that are engaged with the
moment at hand, the present, the state of the world as it exists right now. The
ideas that drive designers are typically about ways to make the world better,
in large or small ways. A better bottle opener, a better elevator, a better way
to illuminate a room, or a better way to arrange furniture in an office are
each topics of possible design exploration for a designer. Ideas that designers
explore are about materials, forms, color combinations, technologies used in
manufacturing, human needs and desire, the influence of climate, culture, and
economics. These are just some of the topics that designers turn their
attention toward.
The work of
the very best designers is what we hold up as examples of what we strive for;
innovation, subtlety, coherence, boldness, symbolic importance, and usefulness.
Design is
about making, but simply making things does not mean that they are designed in
any significant way. Design is driven by ideas. Good design is about exploring
ideas that lead to making things very well. Good design is not necessarily
expensive but western commercial culture has tried to make us think it is. Good
design does involve things that poor design, or low level thought, do not. Good
design often requires more time, because it takes time to do something well.
Good design often requires more initial cost, because good materials and tools
are more expensive than poor quality ones. Good design is a bit like good food;
it costs more up front, but it will lead to a longer and better quality life.
5.
Can, or should, designed things be 'pretty'?
Sometimes
yes, and sometimes no. 'Pretty' is not the focus of design work, it is a
possible result. At its best, good design is more important than 'pretty'. At
its best good design is important, life altering, environmentally significant,
and culturally influential. Making things 'pretty' is a result, or an offshoot
of design. Well designed things may be pretty, but they are so because they are
well designed, and it was that quality, of seeking good design, based on ideas,
that drove the designing. The 'Kleenex' tissue boxes that are called the
'designer' boxes are not designed; they are simply prettified through the use
of floral imagery. The boxes come in several different floral motifs.
It is a bit
like the concept of 'fun'. To set out to have fun often leads to unsatisfying
results. On the other hand, to set out to do something interesting,
challenging, or rewarding will result in 'having fun'. Fun is a result, an
offshoot, of doing things. Our western commercial culture has warped 'fun' into
a goal of its own, rather than letting it be a pleasant outcome of other
activities.
6.
Making things look like, or have a 'theme', of something else is not designing.
Theme images
are based on concepts and ideas of theater. Theater is entertainment, typically
experienced for short time periods, for a particular desired effect. As in
literature, a temporary suspension of disbelief is a central element in
theater. Themed spaces seek to remove connections from the larger realities
around them. Can themed spaces be interesting? Certainly, but they are always
facades, surfaces that are supported by something completely foreign
underneath. The best example of themed spaces that humans have devised is
Disney World. Disney World requires millions and millions of dollars to prop up
the facade world that you walk through. Sounds, smells, visual character have
all been carefully molded to give the impression of being something that they
are not. Literally under the streets of Disney World lies the maze of support
systems that powers the facade you experience above. Disney World, even with
the huge amount of money spent, rarely makes anyone over the age of 8 believe
that what they are seeing is real, in the sense that it is what it is
purporting to be. Cinderella's castle is, after all, not a real stone castle,
the western town is just a movie set of facades, and the jungle is filled with
stereo speakers and plastic rocks.
To propose
to make a coffee shop in Athens, Ohio that 'looks like a Hawaiian village', is
not designing, it is theater. Does this mean that this never happens in
practice? Of course not. All kinds of odd things happen in practice, but that
does not mean that it is good design, or design at all for that matter.
7.
Design is the exploration of ideas in relation to a need or desire in relation
to physical and experiential characteristics and constraints. Real designing is a contemporary
activity; of and about issues, materials, functions, desires, that are
contemporary, about today.
Designing a
table quickly becomes an exploration of material character influenced by anthropometric
issues, cost issues, production issues, and user needs and requirements.
8.
Good design is driven by ideas.
The things
that result certainly have image, style, or character, but these are the result
of the exploration, not the cause of it. To design 'a table for use in Hawaii'
is a completely different charge than to design 'a Hawaiian table'. The latter
makes us think about beach, sand, straw, flowers, and some kind of table that
is made up of these culturally iconic elements. This sounds like something to
be sold in a tacky tourist shop. The former makes us think about what it is
that makes Hawaii distinctive; climate, native materials, and cultural
interpretation. A table for use in Hawaii could be made of metal, wood, glass,
plastic, or stone.
Why? Because
designing a table for use in Hawaii is, first of all, about designing something
in the year 2009, not 1850. Today there are plastics, metals, woods, and other
materials and technologies available in Hawaii that did not exist there, or
anywhere else, in 1850. Our stereotypic image of Hawaii as a primitive, low
tech, beach kind of place is naive, insultingly ignorant, and irresponsible.
Design is about exploring ideas and making things based on that exploration.
Design is a
special kind of making, it is a kind of making that is driven by ideas that are
engaged with the moment at hand, the present, the state of the world as it
exists right now, using the technologies, methods, and materials of the current
state of our world. The ideas that drive designers are typically about ways to
make the world better, in some way, in large or small ways. The straw huts of
Hawaii exist primarily as an image in a tourist brochure.
9. Hank
Hildebrandt's (He is a faculty member at the University of Cincinnati Interior
Design program) article "The Gaps Between Interior Design and Architecture"
is a good discussion of issues arising from the use of the terms 'interior
design' interior architecture' and 'architecture' except at the point where he
states
"An interior architecture manifests itself as the meaning imbedded within the building inside as
well as out, and as such must be housed
within the practice of architecture and professional architectural
services."
This
statement is simply false.
He then
states:
"In addition, an interior architectural
product is placed within the business
of architectural practice."
This is a meaningless statement as both
'interior architectural product', and 'architectural practice' are so broad in
terms of possible interpretations as to render their use empty.
When he states;
"interior
design, both as a discipline and in its product, is (or can be) free of the
weight of the architecture."
The same can be said for any number of buildings that are
essentially 'bad' design, exteriors, interiors, or both. That an interior CAN be free of the
'weight' of the exterior architecture does not mean that the interior should
not be related to the architecture, responsive to the architecture, and
coherent with the architecture.
That an interior does not do any of these things simply speaks to the
fact that it is 'bad' interior design.
What is the difference between 'art' and 'design'?
Here
are two articles that I recently discovered.
"Art and Design: WhatÕs the Big Difference?"
by Michael Brady
From
time to time, you hear people refer to art and to design interchangeably, as if
they were synonyms. Or they use the term "art" to add a bit of glory
to design work. Most of the time this happens in casual conversation, but it
does tend to confuse the two terms unnecessarily because, basically, they
aren't the same. What is the difference between art and design? Are they
closely related just because they use a lot of the same techniques and appeal
to the same aesthetic sense? Or are they essentially different?
Well,
art and design are different. The differences between art and design lie
not so much in how they look as in what they do: They have different purposes,
they are made differently, they are judged by different criteria, and they have
different audiences.
Purpose
In a
1974 interview, Milton Glaser noted that whereas a design must convey a given
body of information, the "essential function" of art is to
"intensify one's perception of reality." Sometimes, he said, these
functions coincide, as in a medieval stained glass window, but in modern times
they have diverged.
Design
is utilitarian in a way that art is not. Design is the how of a thing: how to
order the parts, how to serve the client's interests, how to convey the
information. Art, on the other hand, is its own end. It isn't utilitarian. It
subordinates ordinary usefulness to its own purposes. It doesn't concern itself
with description the way illustration does, nor with the desires of the buyer
as does fashion, nor the tastes of the public as does style
We have
already accepted this model in both its parts--it's settled law. Since in the
Renaissance, artists have aspired to the status of philosophers. And beginning
the mid-1800s, many artists chose to stand apart from worldly life in order to
critique it, to forsake the programs of patrons in order to set their own
programs, to discard the public moral code to promote a different code. Although
many artists claim to address their art to the world, their method has been to
take from the world only on their terms and give back as they see fit. This is
definitely not the way of design, which considers the world's purpose first and
fits the work to that end.
How
they are made
If the
ends of art and design are different, so too are the means of getting there.
Most of us think, correctly, of the artist standing before the blank canvas,
pondering the beginning and the end of the painting all at once. The artist
usually has an end in mind--something as mundane as a portrait or landscape, or
as grand as the outrage of Picasso's Guernica or the vastness of
Christo's Running Fence. But at the outset, all the options are
available without precondition.
On the other
hand, the designer typically begins with more than a blank canvas or lump of
clay from which anything may emerge. Many of the components may already exist,
such as the text, photographs, production formats, and even the basic colors.
The designer consults the client on the end use, the audience, the size and
scale, and other factors. The designer's role is to envision how these various
aspects should come together in a tangible thing and to bring aesthetic
sensibility, taste, and technical skills to bear on the production of the job.
To put it bluntly, the designer arranges the ingredients.
Artists
generally have assumed that the work is a product of their mind and spirit
first, and only secondarily serves the intent of the commission (to edify, to
stimulate, to delight, or simply to decorate). A notable example is the 1884
commission of a memorial sculpture, The Burghers of Calais, for which
Rodin made a striking group of six austere figures. But when the city fathers
saw it, they rejected it: to them it was ugly, indecorous, unceremonial, and
insulting to their notion of a heroic civic monument. Rodin had conceived it
with his artistic genius, but they refused it out of hand because it appalled
their sense of honor.
Making
judgments
In
1820, Keats wrote, " 'Beauty is truth,truth beauty'--that is all / Ye know
on earth, and all ye need to know." Older still is the motto, "Ars
longa, vita brevis." Art strives to achieve beauty, which is truth, which
is a noble thing more enduring that life itself. At least, that's the party
line. In this century art has emphasized moral purpose, visionary truthfulness,
and inward-looking integrity. Art is judged in terms of beauty and truth, of
insight and revelation, of almost prophetic clairvoyance-when it isn't being judged
as text, subtexts, and social constructs. Utility doesn't fit this mindset.
Practical success is not the hallmark of art, as the example of Van Gogh
attests.
Design
is judged another way: "Beauty is as beauty does." If it doesn't get
the job done, the design is considered not good, or worse, not successful. Does
the design serve the product? Does it accomplish an end--does it sell, inform,
persuade, direct, or entertain? Typically, lack of success in these ways (often
described statistically or quantitatively) is considered a defect in the
design. Ultimately, a design must fulfill its primary job of packaging or
illustration or instruction, and no amount of aesthetic glamour will substitute
for its failure to do so.
The
audience
The
audiences for art and design expect different things. The audience for art
wants to look at the artwork or listen to the composition--perhaps to
contemplate and reflect, perhaps to be transported by the power of the
aesthetic experience or the scene portrayed--whereas a design's audience wants
to use the information to find their subway station or select a product.
Design
may indeed arrest the attention and engage the emotions of a viewer, but at
some point, as Beatrice Warde said, the goblet of design must become
transparent, allowing viewers to gather the intended information, rather than
to be absorbed by the designer's layout.
Art
draws attention to itself deliberately. Its very form is the means to intensify
our perception. If a visitor to the Sistine Chapel marvels at the economy of
the scene of God separating the light from the dark, she is responding to the
Michelangelo's conception, his artistic free creation. But if she is moved by
the Last Judgment because of the profound theological truth it
expresses, she is responding to the Pope's purpose. That is, she treats it as
information design, as an illustration of doctrine.
Materials
Art and
design differ significantly in their use materials. Typically, the ultimate
work is not made from the same materials as those used during the design
process (the paste-up or, these days, the on-screen stuff) but of its
manufacturing materials. A book is not actually "made" until it is
manufactured from paper, ink, and binding. Another kind of design product, the
digital document, doesn't actually exist apart from its temporary manifestation
on a computer, where its appearance varies from one browser or platform than on
another, depending on the monitor, operating system, and color display tables.
By contrast, a work of art makes a point of reveling in its materials. Certain
physical qualities are seen as critically significant, such as de Kooning's
"painterliness," Pollock's drips, the encaustic of Johns's Three
Flags, Murray's metal ribbons, or Schnabel's broken plates. Size itself is
important in an artwork, whether it's a large Frankenthaler or Kiefer or a tiny
Klee or Cornell, but in a way that differs from design. Perhaps it is better to
distinguish between scale, that is, the perception of sheer size (even
smallness) in a work of art, and production dimensions in a printed piece,
which are very often a function of the budget, the kind of product, the size of
press, and other external factors. (And for video, web pages, computer
graphics, etc., size is a user-defined parameter.)
The difference
between art and design is in the way we look at them. Design is meant to be
looked away from and art to be looked at and into. Design graces our lives with
the aesthetic presentation of useful and beneficial things, and art graces us
with representations of things to ponder and perceive. Art and design are
closely related but nonetheless separate. It is a good thing to keep them
straight.
©1998 Michael Brady. First published in Critique Magazine
1998.
"art
Vs. design"
by Craig A
ElimeliahJanuary 13, 2006
I have read
so many books and articles on design and on art, what it is and how it should
be executed. I must admit that since becoming a producer my designing days have
taken a backseat to management. I enjoyed being a designer and now I enjoy
working with designers in addition to every other aspect of production. I was
at home contemplating what the difference between design and art is, and I think
I have come up with some pretty clear lines between the two and have also
identified where those lines have become blurred.
Now, it is my understanding that design in the commercial sense
is a very calculated and defined process; it is discussed amongst a group and
implemented taking careful steps to make sure the objectives of the project are
met. A designer is similar to an engineer in that respect and must not only
have an eye for color and style but must adhere to very intricate functional
details that will meet the objectives of the project. The word ÒdesignÓ lends
itself to a hint that someone or something has carefully created this ÒthingÓ
and much planning and thought has been executed to produce the imagery or
materials used for the project.
On the other hand, art is something completely
separate—any good artist should convey a message or inspire an emotion it
doesnÕt have to adhere to any specific rules, the artist is creating his own
rules. Art is something that can elicit a single thought or feeling such as
simplicity or strength, love or pain and the composition simply flows from the
hand of the artist. The artist is free to express themselves in any medium and
color scheme, using any number of methods to convey their message. No artist
ever has to explain why they did something a certain way other than that this
is what they felt would best portray the feeling or emotion or message.
Many designers are artists and many artists are designers, the
line between the two is complex and intriguing. I was perusing some art books
and something strange caught my eye, I had noticed that many of the artists
were not creating a unique, almost chaotic portrait of their innermost selves
or inspirations rather they were clearly using popular trends to capture the
attention of the viewer. I noticed that many of the pieces being shown were
ÒthrowbacksÓ of past artists styles or color and simply refreshed for public
consumption. The very fact that older artists inspire newer artists seems to
contradict the whole definition of art. These artists are following a method, a
pattern or a standard that has already been established by another artist and
therefore they are not creating something completely new rather following
instructions laid down by a previous artist rendering that piece to be more
design than art.
I can completely appreciate the paths laid down by past artists
who establish a style or method but at this point it seems that when that style
or method is used the art then turns into design. I looked through some older
books and saw a rather obvious occurrence in the art being displayed, many of
the newer artists were simply copying things from the past. I admire a personÕs
talent for picking up a brush and creating an image that has an impact on its
viewer but when I see it over and over again by different people who are all
claiming to be Òof the school of...,Ó and that this is legitimate, unique art,
I find that a bit hard to swallow. If the artist said, ÒI have designed
something in the standard of Picasso,Ó and this is simply a design based on his
style but a new twist has been added, then I would feel more comfortable
accepting it for what it is, a design. But when an artistÕs style and methods
are completely the same as someone elseÕs and even if the message is different
I feel that this cannot be passed off as art because the newness and the
chaotic nature of it simply flowing from the source seems to be absent and it
becomes more like a paint by numbers project than a creation that has never
been seen before.
I do not claim to be an expert on defining what art is and what
it is not, but I do know that if we look at the differences between art and
design we will see a very clear line drawn between the two. An engineer, if
given the exact coordinates to place different colored pixels in specific
places, could render a beautiful website or ad simply by following
instructions; most design projects have a detailed set of instructions and most
design is based on current trends and influences. An artist, on the other hand,
could never be given any specific instructions in creating a new chaotic and
unique masterpiece because his emotions and soul is dictating the movement of
his hands and the impulses for the usage of the medium. No art director is
going to yell at an artist for producing something completely unique because
that is what makes an artist an artist and not a designer.
I feel that designers who are passionate about their work should
try and dedicate time to create ÒartÓ for artÕs sake and train themselves to
express emotion and feeling through their designs. Uniqueness comes from
passion and not adhering to any rules that may force the artist to make even
one stroke that was unintended. Commercialism has been dictating the course of
design and has made a clear and thick line between the artist and the designer.
Following trends and applying imagery based on specific needs and goals is the
easy part, allowing yourself to express a message or emotion free of any
specifications is where true beauty is born. Designers who are looking for the
next big trend or who want to be the one to create that trend must create
chaotic and truly original pieces to display their artistic prowess and then
apply those unique methods to their design at work, and I think this will
create a truly harmonious balance between art and design.
About the Author: Craig Elimeliah is a producer at Firstborn Multimedia, an
interactive agency in New York City. He is also a writer and designer.