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	<title>Rikcat Industries &#187; design</title>
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	<link>http://www.rikcatindustries.com</link>
	<description>The Portfolio of Rik Catlow</description>
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		<title>Simplicity as Innovation</title>
		<link>http://www.rikcatindustries.com/2009/02/24/simplicity-as-innovation/</link>
		<comments>http://www.rikcatindustries.com/2009/02/24/simplicity-as-innovation/#comments</comments>
		<pubDate>Tue, 24 Feb 2009 20:44:40 +0000</pubDate>
		<dc:creator>Rik Catlow</dc:creator>
				<category><![CDATA[Observations]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[netbooks]]></category>
		<category><![CDATA[simplicity]]></category>

		<guid isPermaLink="false">http://www.rikcatindustries.com/?p=83</guid>
		<description><![CDATA[This morning I came across this article on netbooks in my feed reader and a quote at the end of the first page really stood out. &#8220;In the process of creating a laptop to satisfy the needs of poor people, she revealed something about traditional PC users. They didn&#8217;t want more out of a laptop—they [...]]]></description>
			<content:encoded><![CDATA[<p>This morning I came across <a href="http://www.wired.com/gadgets/wireless/magazine/17-03/mf_netbooks" target="_blank">this article on netbooks</a> in my feed reader and a quote at the end of the first page really stood out. &#8220;In the process of creating a laptop to satisfy the needs of poor people, she revealed something about traditional PC users. They didn&#8217;t want more out of a laptop—they wanted less.&#8221; That&#8217;s a pretty profound statement that all designers should consider when making a product or design.</p>
<p>There is a sweet spot between simplicity and complexity, a sort of supply-demand curve for an effective design. Although netbooks are cheaper to make and would see increased demand because of that, the constraints of having to make the product cheaper for a specific demograpic enabled innovation. That innovation opened up the product to a mainstream audience.</p>
<p>As designers, we should embrace restrictions and constraints. It&#8217;s the essential difference between art and design. I&#8217;ve talked about simplicity a bunch of times in previous posts, but this article has illustrated that simplicity can also be an innovation.</p>
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		<title>The Laws of Simplicity</title>
		<link>http://www.rikcatindustries.com/2008/06/27/the-laws-of-simplicity/</link>
		<comments>http://www.rikcatindustries.com/2008/06/27/the-laws-of-simplicity/#comments</comments>
		<pubDate>Fri, 27 Jun 2008 14:53:19 +0000</pubDate>
		<dc:creator>Rik Catlow</dc:creator>
				<category><![CDATA[Brief Morsels]]></category>
		<category><![CDATA[book]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[simplicity]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false">http://www.rikcatindustries.com/?p=44</guid>
		<description><![CDATA[A couple weeks ago I was given a copy of John Maeda&#8217;s book &#8220;The Laws of Simplicty&#8221; and it synthesized a lot of my previous design philosophies. The first law that he talks about, the law of reduce, is one that I have long believed to be one of the most important rules for designers. [...]]]></description>
			<content:encoded><![CDATA[<p>A couple weeks ago I was given a copy of John Maeda&#8217;s book &#8220;<a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#038;location=http%3A%2F%2Fwww.amazon.com%2FLaws-Simplicity-Design-Technology-Business%2Fdp%2F0262134721%3Fie%3DUTF8%26s%3Dbooks%26qid%3D1214576925%26sr%3D8-1&#038;tag=dontmeetyourh-20&#038;linkCode=ur2&#038;camp=1789&#038;creative=9325" target="_blank">The Laws of Simplicty</a><img src="http://www.assoc-amazon.com/e/ir?t=dontmeetyourh-20&amp;l=ur2&amp;o=1" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" />&#8221; and it synthesized a lot of my previous design philosophies. The first law that he talks about, the law of reduce, is one that I have long believed to be one of the most important rules for designers. Design is about subtraction more than addition. This is one of the hardest things to teach because designers are creative and make things, but unless it solves the design problem, adding things to a design is more about ego.<span id="more-44"></span></p>
<p>Well, if you don&#8217;t own the book already you should snag a copy because I think it gets to the essence of how designers, technologists and business people should be approaching problems.</p>
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		<title>Should Designers Do Their Own HTML/CSS</title>
		<link>http://www.rikcatindustries.com/2008/06/09/should_designers_do_their_own_html_css/</link>
		<comments>http://www.rikcatindustries.com/2008/06/09/should_designers_do_their_own_html_css/#comments</comments>
		<pubDate>Mon, 09 Jun 2008 14:23:31 +0000</pubDate>
		<dc:creator>Rik Catlow</dc:creator>
				<category><![CDATA[Design & UI]]></category>
		<category><![CDATA[CSS]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[HTML]]></category>
		<category><![CDATA[web design]]></category>

		<guid isPermaLink="false">http://www.rikcatindustries.com/?p=43</guid>
		<description><![CDATA[There is a great debate going on over at 37 Signal&#8217;s Signals vs. Noise blog. They flat out say designers should code their own HTML/CSS. I agree for the most part, but there are exceptions to everything. I work for a very large company and it would be impractical for the visual designers to code [...]]]></description>
			<content:encoded><![CDATA[<p>There is a great debate going on over at 37 Signal&#8217;s Signals vs. Noise blog. They flat out say designers <a href="http://www.37signals.com/svn/posts/1066-web-designers-should-do-their-own-htmlcss" target="_blank">should code their own HTML/CSS</a>. I agree for the most part, but there are exceptions to everything.</p>
<p>I work for a very large company and it would be impractical for the visual designers to code all their work. At some point it makes sense to hand the coding responsibility off. I do think their needs to be a close relationship between the designer and the person who is doing the coding. Also the designer should get code approval. <span id="more-43"></span></p>
<p>In the end I do believe you will make a better product if the designer codes his/her own work. I love coding in live templates where you can see different instances of the data you are laying out. Makes the end product much more refined. </p>
<p>Like every thing their is not one answer and 37 Signals tends to write articles from there narrow perspective. So take there opinions with a grain of salt.</p>
<p>What say you?</p>
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		<title>Command Shift 3</title>
		<link>http://www.rikcatindustries.com/2008/04/07/command-shift-3/</link>
		<comments>http://www.rikcatindustries.com/2008/04/07/command-shift-3/#comments</comments>
		<pubDate>Mon, 07 Apr 2008 15:21:40 +0000</pubDate>
		<dc:creator>Rik Catlow</dc:creator>
				<category><![CDATA[Brief Morsels]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[webdesign]]></category>

		<guid isPermaLink="false">http://www.rikcatindustries.com/?p=41</guid>
		<description><![CDATA[Just noticed that this site is ranked in the top 100 out of over 11,000 sites on Command Shift 3. Wow super surprised. Those of you unfamiliar with Command Shift 3, it&#8217;s basically hot or not for web site designs. Its a fun site and has some really good use of the meta data provided [...]]]></description>
			<content:encoded><![CDATA[<p>Just noticed that <a href="http://commandshift3.com/site/rikcatindustries.com" target="_blank">this site</a> is ranked in the top 100 out of over 11,000 sites on <a href="http://commandshift3.com/"  target="_blank">Command Shift 3</a>. Wow super surprised. Those of you unfamiliar with Command Shift 3, it&#8217;s basically hot or not for web site designs.  Its a fun site and has some really good use of the meta data provided by the voting. Sites are also ranked by related tag, so this site is currently 20th in <a href="http://commandshift3.com/tag/designer" target="_blank">designer</a> and 3rd in <a href="http://commandshift3.com/tag/simple" target="_blank">simple</a>. So cool, be sure to check out the site and participate.</p>
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		<title>3 Design Education &amp; Career Tips</title>
		<link>http://www.rikcatindustries.com/2008/01/10/3-design-education-career-tips/</link>
		<comments>http://www.rikcatindustries.com/2008/01/10/3-design-education-career-tips/#comments</comments>
		<pubDate>Thu, 10 Jan 2008 14:01:37 +0000</pubDate>
		<dc:creator>Rik Catlow</dc:creator>
				<category><![CDATA[Observations]]></category>
		<category><![CDATA[advice]]></category>
		<category><![CDATA[career]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[design school]]></category>

		<guid isPermaLink="false">http://www.rikcatindustries.com/2008/01/10/3-design-education-career-tips/</guid>
		<description><![CDATA[From time to time I get emails from people asking about design education &#038; career advice. I have a different perspective on this topic because my path was different than most designers. I went to a small art school that was primarily an illustration &#038; sequential art school called the Kubert School. The school did [...]]]></description>
			<content:encoded><![CDATA[<p>From time to time I get emails from people asking about design education &#038; career advice. I have a different perspective on this topic because my path was different than most designers. I went to a small art school that was primarily an illustration &#038; sequential art school called the <a href="http://en.wikipedia.org/wiki/Joe_Kubert_School_of_Cartoon_and_Graphic_Art" target="_blank">Kubert School</a>. The school did not offer a degree, but I learned a lot in a short period of time. After completing the program, I felt that I learned a lot but wasn&#8217;t equipped to do a real world job.<span id="more-38"></span></p>
<p>Then reality hit me: not many people make a living doing cartooning and illustration alone. Most illustrators &#038; cartoonists take on design work as well. Having that realization, I went on the path of becoming a designer and developing a design portfolio. Below are some tips that I&#8217;ve followed and some I wish I had.</p>
<h3>Tip #1 &#8211; Get a Degree</h3>
<p>Having the chance to do it over again,  I would have went to a university or college and got a 4-yr degree. So I would recommend going to a school that has a decent art &#038; design program. Concentrate on learning techniques, conceptualizing, and don&#8217;t worry about developing a style. Without a degree, I was at a disadvantage when I started looking for a job. The way I overcame not having a degree was by having a strong portfolio and being persistent.</p>
<p>From time to time, not having an undergrad, or a masters for that matter, rears its ugly head. Recently, I was approached by a local art school that offers a 4 year degree program to be an instructor. They saw this site and some of my work and thought I would be a good fit, but all of the instructors are required to have a masters degree in design. So the conversation stopped right there. Thinking back over my twelve years working in design, I can&#8217;t remember any colleagues with a masters degree. I don&#8217;t think it&#8217;s necessary to have a masters if you intend to make a living as a designer. Having a strong portfolio will be more important.</p>
<h3>Tip #2 &#8211; Be Self-starting &#038; Curious</h3>
<p>Being a self-starter is a great quality for a designer to have. It shows passion, resourcefulness and curiosity. Self-starters tend to jump into new things quickly and aren&#8217;t resistant to change. Design tastes and techniques change often, so being flexible is a must.</p>
<p>Curiosity and having a well rounded view of art, news, politics and popular culture in general is essential to keeping yourself and your designs relevant. Most design touches a customer, so knowing what the likes and dislikes from a cultural perspective can give you a lot of insight. Having the passion to keep learning new techniques, new software, new technologies is important.</p>
<p>Keep your critical eye out for design you come in contact with in your day to day. I&#8217;m always commenting and critiquing logos, signage, web sites, etc, that I come across. Knowing why something is successful and why something doesn&#8217;t work is a skill you will always be honing.</p>
<h3>Tip #3 &#8211; Embrace Criticism</h3>
<p>As a designer, your work will be judged critically. There is no way around that so embrace criticism and use it to improve your work. Also, know when to stick to your guns and be able to articulate the reasons for design decisions, but be flexible. When you&#8217;re presenting your work, try to get people to just explain the problems with the design and not the solution to the problems. Designers solve problems, so knowing what&#8217;s wrong with a design can get you back on track.</p>
<p>Share your work with the world. Use sites like <a href="http://www.flickr.com" target="_blank">Flickr</a> to get constructive feedback from the community. Flickr has numerous design groups that have hundreds of designers sharing and critiquing work.</p>
<p>Well I hope you like these tips and if any designers out there have anything to add, please do so in the comments below.</p>
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		<title>Design Rhythm Nation</title>
		<link>http://www.rikcatindustries.com/2008/01/04/design-rhythm-nation/</link>
		<comments>http://www.rikcatindustries.com/2008/01/04/design-rhythm-nation/#comments</comments>
		<pubDate>Fri, 04 Jan 2008 22:13:26 +0000</pubDate>
		<dc:creator>Rik Catlow</dc:creator>
				<category><![CDATA[Design & UI]]></category>
		<category><![CDATA[blogs]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[design rhythm]]></category>

		<guid isPermaLink="false">http://www.rikcatindustries.com/2008/01/04/design-rythmn-nation/</guid>
		<description><![CDATA[Blogs and blog-like designs have become so commonplace, it made me ask the question &#8220;What interface traits make blogs successful?&#8221; By far the unifying quality is design rhythm. Blogs break a lot of the early web design convention, like pages being too long or the fear that people will not scroll past the fold. So [...]]]></description>
			<content:encoded><![CDATA[<p>Blogs and blog-like designs have become so commonplace, it made me ask the question &#8220;What interface traits make blogs successful?&#8221; By far the unifying quality is design rhythm. Blogs break a lot of the early web design convention, like pages being too long or the fear that people will not scroll past the fold. So why is this approach more accepted and used today?<span id="more-35"></span></p>
<h3>What&#8217;s Design Rhythm?</h3>
<p>Design rhythm is a consistent repetition of design elements that builds a pattern or rhythm. The pattern creates unity and helps users distinguish one post to the next. The flow that is created makes people naturally scroll to the next item and creates good scan-ability.</p>
<p>If you look at any of the major print publications&#8217; websites, you&#8217;ll notice that they try to translate their print approach to the web with various degrees of success. I would love to see a major publication experiment with a rhythmic approach to designing their homepages. One company who is giving it a shot is AOL with their <a href ="http://news.aol.com" target="_blank">news.aol.com</a> site. While not a news organization, their previous design was more like a traditional newspaper site. It&#8217;s interesting to see a larger site like AOL change its design philosophy.</p>
<h3>Rhythm Supports Usability</h3>
<p>Design rhythm supports consistency and contextualization, two of the ways I wrote about in the post &#8220;<a href="http://www.rikcatindustries.com/2007/10/16/5-ways-to-make-a-user-interface-intuitive/">5 Ways to Make a User Interface Intuitive</a>&#8220;. Consistency creates pattern which helps users easily scan pages to find beginnings and endpoints to posts. Contextualization is supported by grouping information like category, date published and comments together in context with the posting.</p>
<p>Search is one of the most used applications on the web and the design of results pages haven&#8217;t changed much. This is because their user interfaces are universally understood and follow the principals of design rhythm. Search result pages were some of the early pages that broke web design conventions and still have staying power.</p>
<h3>In Conclusion</h3>
<p>The design rhythm approach is accepted because users are much more savvy about scrolling. Users respond to discernible patterns that they can scan quickly and intuitively understand.</p>
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		<title>Talent is Hard Work</title>
		<link>http://www.rikcatindustries.com/2007/09/10/talent-is-hard-work/</link>
		<comments>http://www.rikcatindustries.com/2007/09/10/talent-is-hard-work/#comments</comments>
		<pubDate>Tue, 11 Sep 2007 02:36:44 +0000</pubDate>
		<dc:creator>Rik Catlow</dc:creator>
				<category><![CDATA[Observations]]></category>
		<category><![CDATA[criticism]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[talent]]></category>
		<category><![CDATA[work]]></category>

		<guid isPermaLink="false">http://www.rikcatindustries.com/2007/09/10/talent-is-hard-work/</guid>
		<description><![CDATA[Wow, I just read this article called &#8220;The Nature of Talent&#8221; over at Freelance Switch and I couldn&#8217;t agree more with its author. I&#8217;ve been feeling and saying this for years about how people perceive talent. It&#8217;s a great article on the subject and I&#8217;ve added my two cents below. Talent and creativity is not [...]]]></description>
			<content:encoded><![CDATA[<p>Wow, I just read this article called &#8220;<a href="http://freelanceswitch.com/working/the-nature-of-talent/" target="_blank">The Nature of Talent</a>&#8221; over at <a href="http://www.freelanceswitch.com" target="_blank">Freelance Switch</a> and I couldn&#8217;t agree more with its author. I&#8217;ve been feeling and saying this for years about how people perceive talent. It&#8217;s a great article on the subject and I&#8217;ve added my two cents below.</p>
<p>Talent and creativity is not some magic fairy dust, it&#8217;s hard work. I&#8217;ve had many people over the years say &#8220;you&#8217;re talented&#8221; and I&#8217;m always gracious and accept their compliment,<span id="more-23"></span> but in the back of my head I know talent was just a head start. What it really takes is years of hard work.</p>
<p>Talent is just the seed. If you don&#8217;t continue honing your talent it will never grow into a professional career. There are a few characteristics that people have that enable them to grow their talent to its fullest potential. I do agree that some people have a bigger seed of talent, but it&#8217;s really what you make of it.</p>
<p>Being a self-starter is a crucial part of cultivating your talent. If you&#8217;re not passionate about what you&#8217;re doing and your motivations aren&#8217;t pure, you won&#8217;t continue to refine your talent. I find it to be the single most important factor. With most of the creative things I do, I&#8217;d probably continue to do them even if I wasn&#8217;t being paid.</p>
<p>Having a thick skin is also important. The very nature of creating things opens you up to criticism, so embrace it and use it as a tool to get better. It&#8217;s probably why every college and school art class are nothing more then a feedback forum. I don&#8217;t remember doing much work in class, most of the time it was about figuring out ways to improve what was done for homework.</p>
<p>Well, I&#8217;d love to hear what you think on this subject, leave your comments below.</p>
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