Design is

Emphasis. Balance. Contrast.
Repetition. Proportion. Movement.
White space.Hierarchy. Pattern. Unity.

a dirty* process.

*when done correctly

Welcome to the {play} ground

Let’s get straight to the dirty-dirty

The work I do for clients leans heavily commercial.

 

{play}ground is a reaction — a refuge where I’m free to explore the process of design in a more wild and naturalistic way. It’s an analog reaction to my digital tendencies, using my real-life garden as inspiration.

Creative Beliefs

I’m firmly rooted in the belief creative play is critical for my happiness and  development. My garden is a medium which I can explore endlessly and find inspiration. It’s where I go when I need to problem-solve.

Goals

It’s a place to practice new skills and hone my craftsmanship. It’s where I go to play with a purpose. A place to make mistake after mistake after mistake after mistake gain experience. A balance of functional and beautiful.

This is me.

And believe it or not, I’m actually really humble.

(except about my garden)

“In every walk with nature one receives far more than one seeks.”

– John Muir, 19 July 1877

“In every walk with nature one receives far more than one seeks.”

– John Muir, 19 July 1877

“If designers and researchers do not sometimes fail, it is a sign that they are not trying hard enough—they are not thinking the great creative thoughts that will provide breakthroughs in how we do things. It is possible to avoid failure, to always be safe. But that is also the route to a dull, uninteresting life.”

– Donald A. Norman 

 things are designed to be used by people, and without a deep understanding of people, the designs are apt to be faulty, difficult to use, difficult to understand.”

– John Muir, 19 July 1877
Behavioural design is a fascinating sub-category of design, which is concerned with how design can shape, or be used to influence human behaviour.

If your goal is to get the user to click a button on a website, I know how to do that.

It’s a bit more fun of a challenge to use my skills to encourage analog goals. How do I get someone to come closer and observe a detail? When should they take in the entire scene? How do people navigate in worlds that haven’t been created?

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