Noah's Archive: Why Designers Can Think
Article by
Ralph CaplanDecember 13, 2005.
While preparing a presentation on angst in graphic design, I
discovered that I didn't have to look any further than
Voice for material. The complaints are various and
standard. The clients you have, the clients you don't have, the
annoying failure of the world at large (including your own mother),
to understand what it is you do. Last summer I spent two weeks at
the Haystack Mountain School of Crafts, an idyllic blend of nature
and architecture in Maine where 80 people were blowing glass,
throwing pots, weaving baskets, folding paper into pop-up books,
hammering metal into jewelry and turning wood into furniture or
sculpture. In age they ranged from 18 to 93. In experience they
ranged from beginner to professional, although the professionals
tended to enroll in workshops in which they had no previous
experience and therefore were themselves beginners. If there ever
was an angst-free environment, this was it. At Haystack, as in
Willie Nelson's Luckenback, Texas, “ain't nobody feelin' no
pain.”
Euphoria, like angst, can be traced to multiple causes. Chief among
them at Haystack was the fact that everyone there was doing exactly
what he or she wanted to do. And what they wanted to do was to make
things. I wonder how much of the dissatisfaction with professional
design life is rooted in the disparity between what attracted you
to the practice of design and what you now spend most of your days
doing.
Over years of working with them, I have found designers as a
group—and graphic designers in particular—to be uncommonly
intelligent, curious and well informed. Saying that sounds
patronizing, with its arrogant implication that I am smart enough
to assess the smartness of anyone else. But I did once mention it
to my late friend Saul Bass, who responded suspiciously, “Are you
trying to blow sunshine up my ass?”
I was not. I was grappling with what to me was a mystery: the
seeming incongruity between the intellectual prowess of designers
and the educational requirements of the trade they followed.
Unlike, say, doctors, lawyers and teachers, designers did not have
to go to college. Many did go; and almost all had some formal
training. But art and design schools did not, for the most part,
appear dedicated to fostering the life of the mind.
I was not alone in my skepticism. In a 1989 article called “Why
Designers Can't Think,” Michael Beirut wrote, “Almost all design
schools today, stress form over content, looks over brains, and
seeing over thinking...”
I agreed with Michael about the schools. But instead of holding
them responsible for “why designers can't think,” I had been struck
by how brilliantly designers did think. Could the explanation lie
in the design process itself, in the proclivities and gifts that
lead people to become, or want to become, designers in the first
place?
What do designers need to know anyway? In the digital world,
changes come too fast for that question to be answered
specifically. We may get further by asking instead: What do
designers feel an irresistible urge to do?
Men and women, boys and girls, gravitate to design for any number
of reasons; but common to all of them is the itch to make
something—a picture, an artifact, a plan. That itch is satisfied by
drawing, carving, shaping, molding—somehow using the hand to
realize a concept in the mind.
If designers are more cerebral than expected, it may be because
designing is more cerebral than expected. In an age when digital no
longer refers to fingers, the work of the designer is no longer
hands-on. That regrettable circumstance becomes truly deplorable
with the realization that hands-on is never all that far from
heads-on.
In saying that designers did not have to go to college, I was
expressing a timely but narrow view of college. Times have changed
and so have institutions of learning. Curricula at many design
schools have become broader and more rigorous, while many liberal
arts colleges have been, as the saying goes, dumbed down. “It's
possible,” Beirut complained, “to study graphic design for four
years without any meaningful exposure to the fine arts, world
literature, science, history, politics, or any of the other
disciplines that unite us in a common culture.” That is true. But
the same meaningful exposure can now be avoided at colleges and
universities across the country. If design students could once
graduate without encountering either William or Henry James, so can
today's liberal arts students.
When I was talking recently with Milton Glaser about his drawings,
he remarked, “Drawing is not about representation but about
thinking. Trying to understand what you're looking at ... The brain
sends a signal to the hand and the hand sends one back and there is
an endless conversation between them.”
The industrial designer Bruce Burdick said something similar in
describing the notebooks of Leonardo da Vinci as “a private
conversation between him and his hands.” In his book
The
Hand, neurologist Frank Wilson argues that the qualities
needed for thinking are inseparable from the qualities needed for
seeing, showing and making. If so, the relationship between hand
and mind could illuminate both what makes designers so smart and
what makes designers so anxious.
That may clear up the mystery, but it does not make my heart soar.
As a member of the species described as “all thumbs,” I know that
if hand equals mind, it had better not be my hand or my mind.