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Contributed by Florian Hardwig Source: movieposters.ha.com Image: Heritage Auctions. License: All Rights Reserved. Csillagok háborúja (Star Wars), 1979. The custom acute accents are simple squares. The secondary typeface is ITC Avant Garde Gothic. More info on StarWarsMoviePoster.com. Tibor Helényi (1946–2014) was a Hungarian painter, graphic designer, and poster artist. Among his most famous works are the posters he created for the original Star Wars trilogy, commissioned by MOKÉP, Hungary’s state-owned film distributor. Today, the posters are sought-after collector’s items. The typeface Helényi used for the titles is Langdon Biform. Characterized by triangular notches, the boxy design is by John Langdon (b. 1946). To most people, the graphic designer and retired typography professor is best known for his ambigrams, and especially those he made for Dan Brown’s 2000 novel, Angels & Demons. Langdon Biform is an early work of his, drawn in 1971 when he was in his mid-twenties, years before embarking on a career as freelance logo designer, type specialist, and lettering artist. Langdon submitted the design to a competition organized by Californian phototype company Lettergraphics, who added it to their library of typefaces. It didn’t take long before it was copied by other type providers. I’m aware of at least six digitizations, under various names including Lampoon, Harpoon ART, and Dominion, none of which were authorized by its original designer. In a 2014 interview, Helényi was asked about a debate among fans who wondered whether he’d even watched Star Wars before designing the poster. After all, his art includes creatures that don’t appear in the film. Helényi laughingly replied that he indeed had seen the film, and that he had a lot of fun with designing the poster. In addition to his impressions from the advance screening, he also worked from lobby cards. You can learn more about Helényi and see more of his work at his official website (maintained by his daughter Flora) and also at Budapest Poster Gallery. Source: movieposters.ha.com Image: Heritage Auctions. License: All Rights Reserved. A Birodalom visszavág (The Empire Strikes Back), 1982. Subtitle and credits are added in Univers Bold. More info on StarWarsMoviePoster.com. Source: movieposters.ha.com Image: Heritage Auctions. License: All Rights Reserved. A Jedi visszatér (Return of the Jedi), 1984. The secondary typeface for this poster is Univers Extended. More info on StarWarsMoviePoster.com. Source: www.liveauctioneers.com Image: Budapest Poster Gallery. License: All Rights Reserved. The original painted art created for the posters was sold in Budapest Poster Gallery’s Tibor Helenyi Estate Auction in 2015, alongside many other items by the artist. Stephen Coles. License: CC BY-NC-SA. Glyph set for Langdon Biform with its fifteen alternates, as shown in the “Do a Comp” fan by Lettergraphics International Inc., 1968–1975 This post was originally published at Fonts In Use
Contributed by Stephen Coles Source: www.flickr.com Kit Karzen/Harris for President. License: All Rights Reserved. The Kamala Harris 2024 campaign identity, designed by Wide Eye Creative, is built around Sans Plomb, a condensed gothic not unlike the Bureau Grot used by Wide Eye for Harris’s 2020 primary bid – in turn inspired by Shirley Chisholm’s 1972 campaign. This time, though, the typeface is from a French foundry, rather than from Anglo-American origins (Stephenson Blake via Font Bureau). Source: fontsinuse.com License: All Rights Reserved. The logo for Kamala Harris’ 2020 campaign used Bureau Grot and an atypical asymmetrical layout. It’s not clear to me why they made the switch. From a design point of view, the caps aren’t significantly different from Bureau Grot. Perhaps they liked the more constructed, “modern” feel? Personally, I would have gone back to Chisholm’s pick, the all-American Franklin Gothic, which has no shortage of contemporary versions for any use case. (At the risk of friendship bias, I recommend the interpretation from Fonts In Use cofounder Nick Sherman.) The symmetrical layout for “Harris/Walz” is a much more conventional approach compared to Harris’s 2020 logo, which took a different road than most US presidential campaigns. The new look reflects her move to the center (no pun intended) for a broader audience. Source: www.flickr.com Eric Elofson/Harris for President. License: All Rights Reserved. Not the best kerning on this rally sign (AY). The font, Sans Plomb Super, doesn’t deliver that big of a gap out of the box, so something went awry in the typesetting. Source: kamalaharris.com License: All Rights Reserved. Source: kamalaharris.com License: All Rights Reserved. Source: store.kamalaharris.com License: All Rights Reserved. The supporting face for “WALZ”, running text, and other small bits like “YES SHE CAN” merch is Balto, Tal Leming’s contemporary take on the American gothic genre, such as Franklin Gothic and News Gothic. The Harris web store adds Sara Solskone and Jonathan Hoefler’s Decimal, a continuation of the Biden/Harris 2020 campaign. Seeing Solskone’s name makes me wonder if maybe there was a missed opportunity to also choose a typeface by an American woman for the main mark. For example, Program by Zuzana Licko, or Utile Narrow by Sibylle Hagmann. Source: store.kamalaharris.com License: All Rights Reserved. Source: kamalaharris.com License: All Rights Reserved. The logo used in this web pop-up is the early version before it was redrawn (see below). Source: www.instagram.com Jonathan Hoefler. License: All Rights Reserved. A refined version of the Harris/Walz logo (white outline) launched around August 11. The biggest changes were relieving the pinched curve at the top of the S and enlarging “WALZ” just slightly to the left for optical centering. Hoefler, whose typefaces (or those of Hoefler & Co.) have been part of the logo for “every Democratic president in the twenty-first century”, recently revealed that the mark was refined on August 10–11, a few weeks after its initial launch. The work – which involved some redrawing and better “WALZ” centering – was done by Leming and Scott Dadich under the direction of Wide Eye’s Alayna Citrin. Hoefler also commented that, “Trump has used Gotham for years, and NEVER bought a license. Color me surprised! We talked to a white shoe lawfirm in NYC about taking action, and was told, with a laugh, ‘take a number.’” Ironically, it was Barack Obama’s 2008 run that made Gotham (and its lookalikes) a default for US political campaigns, regardless of party. At least Harris is diverting a bit from that same old choice. This post was originally published at Fonts In Use
Contributed by Florian Hardwig Source: www.abebooks.com Between the Covers (edited). License: All Rights Reserved. One advantage that lettering has over typeset text is that the artist can always alter letterforms ad hoc, depending on the context. This allows her to make the most of the available space, to dissolve awkward pairs into pleasing combinations, or simply to enliven a design by means of variegation. Ursula Suess was a graphic artist who designed numerous book jackets in her career. For the majority of them, she’d come up with her own letterforms. I’ll later add a selection of designs that hints at her stylistic range in the comments to this article. Source: www.abebooks.com Between the Covers. License: All Rights Reserved. An early jacket with italic lettering, designed by Suess for Sean O’Casey’s Sunset and Evening Star, Macmillan, 1955 Source: www.abebooks.com Between the Covers. License: All Rights Reserved. Suess designed the jacket for The Confrontation by Lenore Marshall (W.W. Norton) in 1972, the year her Book Jacket was released. The lettering could pass as an extrabold variation. Source: www.klingspor-museum.de Photographer unknown. License: All Rights Reserved. An undated portrait of Ursula Suess In the early 1970s, Suess set about designing a typeface. According to a 2014 article by Ellen Sussman, she was in part motivated by the fact that “most type styles at the time were too wide and didn’t fit on a jacket.” Her typeface indeed is compact, both horizontally and vertically, with condensed, tight-setting letterforms and a large x-height with short extenders. Suess didn’t want to forgo all the flexibility she was familiar with from lettering, so she drew a large set of alternates. A TGC specimen sums it up: “She used lettering similar to this in her book cover designs, where space limitations called for lettering with many swash characters that was strong and condensed, yet rich and sensuous.” The calligraphic design was released by VGC as a stand-alone italic in 1972, named Book Jacket. Whether you find the name boring or brilliant, it did clarify the intended application area. And Book Jacket indeed was used for designing book jackets. One example by Suess herself is shown here. (See Robert Halsband’s biography of Lord Hervey for a second one.) As We Are Now is a novel by Belgian-American writer May Sarton (1912–1995), published by W.W. Norton & Company in 1973. Suess used her typeface in two sizes, with the alternate swash caps for the big initials, a wider terminal form in “We”, and hardly any space between the last two words of the title. For the subline, she opted for more restrained forms overall, but inserted a descending h, a sweeping f that embraces the preceding o, and a single swash cap L in “LOVE”. The a in “author” is the double-story alternate. May Sarton’s name is set in Richard Isbell’s wide Americana. Source: canadatype.com Canada Type. License: All Rights Reserved. Partial glyph set of Book Jacket Pro, the digitization drawn by Patrick Griffin and released by Canada Type in 2010 Ursula Suess was born August 13, 1924 – which means it’s her 100th birthday today. Canada Type, who released a digital version of Book Jacket in 2010, provided a biographical outline: Ursula Suess was born in 1924 to German parents in Camden, NJ, and grew up in Munich, Germany, where she attended two semesters of design school at the Academy of Fine Art before it burned down during the war [in July 1944]. She then studied calligraphy with Anna Simons for two years. She returned to America in 1946 and established herself as a graphic designer working for Oxford University Press, Macmillan Co., Harper, and other publishers. She also taught calligraphy for 20 years at the Westchester Art Workshop, and at the Cooper Union in New York City. In her 50s she learned to cut gems and eventually became an accomplished gem carver. She moved to Green Valley, AZ, in 1998, and has been applying her artistic versatility with clay, water-color and acrylics. In Arizona, Suess became a long-time supporter of the Tubac Center of the Arts. Ellen Sussman additionally mentions paper sculpture, pottery, and collage as techniques she engaged in. Apart from Book Jacket, she is credited with at least one more typeface: Rotalic is a low-contrast italic sans featuring swash caps with ball terminals. It was also released with VGC. One of its four styles recently was digitized as BN Rascal. Suess passed away in 2020. She left us a large number of beautiful works, including many pieces of lettering and two unique typefaces that have stood the test of time. Source: tubacarts.org DeDe Isaacson, Tubac Center of the Arts. License: All Rights Reserved. Ursula Suess at the Tubac Center of the Arts Source: www.abebooks.com Rare Book Cellar. License: All Rights Reserved. This post was originally published at Fonts In Use
Contributed by Stephen Coles Source: lithub.com License: All Rights Reserved. Martyr! is a novel by Iranian-American writer Kaveh Akbar that combines modern situations with traditional imagery. For the jacket, prolific cover designer Linda Huang did what she does so well: pick a striking and relevant typeface and let it do a lot of the work. License: All Rights Reserved. Left: Salem, as advertised in the Inland Printer, Vol. 28, No. 2 (November, 1901). Right: Daria Cohen’s reinterpretation, Zangezi (2018), with additional weights, italics, and condensed (2021). Her choice was Zangezi Condensed, a fresh, fashion-forward take on Salem, in which Daria Cohen took a turn-of-the-century dazzler, narrowed it, and increased its stroke contrast, giving it even more spike and sparkle than it already had. The idiosyncratic type is the perfect companion to the contemporary use of antique illustration. Huang also deftly delivers the commercial necessities – a blurb and “a novel” – in an inconspicuous way. Huang on the design: Despite its heavy themes, I found Akbar’s novel to be insanely funny,” Huang told Literary Hub. “I cackled many times while reading the manuscript. More than anything, I wanted to evoke this unique tragi-comedic tone on the cover. One of the central, recurring images is this Iranian ‘Angel of Death’ warrior. I experimented with scale and ultimately found the warrior in miniature to be most striking, with ‘a novel’ set in a deadpan speech bubble. I was also lucky to stumble upon the perfect decorative typeface to activate all that negative space. To me, humor is one of the most alluring qualities in a book (and really, in life) so it was an absolute treat to work on Akbar’s novel. Source: www.penguinrandomhouse.com License: All Rights Reserved. The version of the cover seen in bookstores today. Martyr! quickly became a New York Times best seller – soon enough for the cover to get an extra speech balloon celebrating that fact. You can also see an improvement on the letterspacing in “Akbar”. A Digression and Suggestion Photo: Stephen Coles. License: All Rights Reserved. Once you get to the end of a book, “a note on the type” is a great way to learn about the creation of the letterforms you’ve been staring at for hours. Photo: Stephen Coles. License: All Rights Reserved. Back jacket flaps usually include an author bio and designer credit. This is good. Could they include a bit more? The interior of this book, designed by Betty Lew, includes “A Note on the Type”, a lovely hundred-year-old publishing tradition which not only credits the text face (in this case, Dante), but tells a bit of its story. Why not have a typeface credit on the jacket flap, too? Sure, you’re reading a lot more Dante than Zangezi when you read this book, but it’s the cover that often sells the book. Also, the type used on book covers is more likely to be something newer that the interior text, and thus more likely to be made by living designers. Isn’t it time we give them a nod? This post was originally published at Fonts In Use
Contributed by Stephen Coles Source: lithub.com License: All Rights Reserved. Martyr! is a novel by Iranian-American writer Kaveh Akbar that combines modern situations with traditional imagery. For the jacket, prolific cover designer Linda Huang did what she does so well: pick a striking and relevant typeface and let it do a lot of the work. License: All Rights Reserved. Left: Salem, as advertised in the Inland Printer, Vol. 28, No. 2 (November, 1901). Right: Daria Cohen’s reinterpretation, Zangezi (2018), with additional weights, italics, and condensed (2021). Her choice was Zangezi Condensed, a fresh, fashion-forward take on Salem, in which Daria Cohen took a turn-of-the-century dazzler, narrowed it, and increased its stroke contrast, giving it even more spike and sparkle than it already had. The idiosyncratic type is the perfect companion to the contemporary use of antique illustration. Huang also deftly delivers the commercial necessities – a blurb and “a novel” – in an inconspicuous way. Huang on the design: Despite its heavy themes, I found Akbar’s novel to be insanely funny,” Huang told Literary Hub. “I cackled many times while reading the manuscript. More than anything, I wanted to evoke this unique tragi-comedic tone on the cover. One of the central, recurring images is this Iranian ‘Angel of Death’ warrior. I experimented with scale and ultimately found the warrior in miniature to be most striking, with ‘a novel’ set in a deadpan speech bubble. I was also lucky to stumble upon the perfect decorative typeface to activate all that negative space. To me, humor is one of the most alluring qualities in a book (and really, in life) so it was an absolute treat to work on Akbar’s novel. Source: www.penguinrandomhouse.com License: All Rights Reserved. The version of the cover seen in bookstores today. Martyr! quickly became a New York Times best seller – soon enough for the cover to get an extra speech balloon celebrating that fact. You can also see an improvement on the letterspacing in “Akbar”. A Digression and Suggestion Photo: Stephen Coles. License: All Rights Reserved. Once you get to the end of a book, “a note on the type” is a great way to learn about the creation of the letterforms you’ve been staring at for hours. Photo: Stephen Coles. License: All Rights Reserved. Back jacket flaps usually include an author bio and designer credit. This is good. Could they include a bit more? The interior of this book, designed by Betty Lew, includes “A Note on the Type”, a lovely hundred-year-old publishing tradition which not only credits the text face (in this case, Dante), but tells a bit of its story. Why not have a typeface credit on the jacket flap, too? Sure, you’re reading a lot more Dante than Zangezi when you read this book, but it’s the cover that often sells the book. Also, the type used on book covers is more likely to be something newer that the interior text, and thus more likely to be made by living designers. Isn’t it time we give them a nod? This post was originally published at Fonts In Use
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Five fictional interface concepts that could reshape how humans and machines interact. Every piece of technology is an interface. Though the word has come to be a shorthand for what we see and use on a screen, an interface is anything that connects two or more things together. While that technically means that a piece of tape could be considered an interface between a picture and a wall, or a pipe between water and a home, interfaces become truly exciting when they create both a physical connection and a conceptual one — when they create a unique space for thinking, communicating, creating, or experiencing. This is why, despite the flexibility and utility of multifunction devices like the smartphone, single-function computing devices still have the power to fascinate us all. The reason for this, I believe, is not just that single-function devices enable their users to fully focus on the experience they create, but because the device can be fully built for that experience. Every aspect of its physical interface can be customized to its functionality; it can have dedicated buttons, switches, knobs, and displays that directly connect our bodies to its features, rather than abstracting them through symbols under a pane of glass. A perfect example of this comes from the very company responsible for steering our culture away from single-function devices; before the iPhone, Apple’s most influential product was the iPod, which won user’s over with an innovative approach to a physical interface: the clickwheel. It took the hand’s ability for fine motor control and coupled it for the need for speed in navigating a suddenly longer list of digital files. With a subtle but feel-good gesture, you could skip through thousands of files fluidly. It was seductive and encouraged us all to make full use of the newfound capacity the iPod provided. It was good for users and good for the .mp3 business. I may be overly nostalgic about this, but no feature of the iPhone feels as good to use as the clickwheel did. Of course, that’s an example that sits right at the nexus between dedicated — old-fashioned — devices and the smartphonization of everything. Prior to the iPod, we had many single-focus devices and countless examples of physical interfaces that gave people unique ways of doing things. Whenever I use these kinds of devices — particularly physical media devices — I start to imagine alternate technological timelines. Ones where the iPhone didn’t determine two decades of interface consolidation. I go full sci-fi. Science fiction, by the way, hasn’t just predicted our technological future. We all know the classic examples, particularly those from Star Trek: the communicator and tricorder anticipated the smartphone; the PADD anticipated the tablet; the ship’s computer anticipated Siri, Alexa, Google, and AI voice interfaces; the entire interior anticipated the Jony Ive glass filter on reality. It’s enough to make a case that Trek didn’t anticipate these things so much as those who watched it as young people matured in careers in design and engineering. But science fiction has also been a fertile ground for imagining very different ways for how humans and machines interact. For me, the most compelling interface concepts from fiction are the ones that are built upon radically different approaches to human-computer interaction. Today, there’s a hunger to “get past” screen-based computer interaction, which I think is largely borne out of a preference for novelty and a desire for the riches that come from bringing an entirely new product category to market. With AI, the desire seems to be to redefine everything we’re used to using on a screen through a voice interface — something I think is a big mistake. And though I’ve written about the reasons why screens still make a lot of sense, what I want to focus on here are different interface paradigms that still make use of a physical connection between people and machine. I think we’ve just scratched the surface for the potential of physical interfaces. Here are a few examples that come to mind that represent untried or untested ideas that captivate my imagination. Multiple Dedicated Screens: 2001’s Discovery One Our current computing convention is to focus on a single screen, which we then often divide among a variety of applications. The computer workstations aboard the Discovery One in 2001: A Space Odyssey featured something we rarely see today: multiple, dedicated smaller screens. Each screen served a specific, stable purpose throughout a work session. A simple shift to physically isolating environments and distributing them makes it interesting as a choice to consider now, not just an arbitrary limitation defined by how large screens were at the time the film was produced. Placing physical boundaries between screen-based environments rather than the soft, constantly shifting divisions we manage on our widescreen displays might seem cumbersome and unnecessary at first. But I wonder what half a century of computing that way would have created differently from what we ended up with thanks to the PC. Instead of spending time repositioning and reprioritizing windows — a task that has somehow become a significant part of modern computer use — dedicated displays would allow us to assign specific screens for ambient monitoring and others for focused work. The psychological impact could be profound. Choosing which information deserves its own physical space creates a different relationship with that information. It becomes less about managing digital real estate and more about curating meaningful, persistent contexts for different types of thinking. The Sonic Screwdriver: Intent as Interface The Doctor’s sonic screwdriver from Doctor Who represents perhaps the most elegant interface concept ever imagined: a universal tool that somehow interfaces with any technology through harmonic resonance. But the really interesting aspect isn’t the pseudo-scientific explanation — it’s how the device responds to intent rather than requiring learned commands or specific inputs. The sonic screwdriver suggests technology that adapts to human purpose rather than forcing humans to adapt to machine constraints. Instead of memorizing syntax, keyboard shortcuts, or navigation hierarchies, the user simply needs to clearly understand what they want to accomplish. The interface becomes transparent, disappearing entirely in favor of direct intention-to-result interaction. This points toward computing that works more like natural tool use — the way a craftsperson uses a hammer or chisel — where the tool extends human capability without requiring conscious attention to the tool itself. The Doctor’s screwdriver may, at this point, be indistinguishable from magic, but in a future with increased miniaturization, nanotech, and quantum computing, a personal device shaped by intent could be possible. Al’s Handlink: The Mind-Object In Quantum Leap, Al’s handlink device looks like a smartphone-sized Mondrian painting: no screen, no discernible buttons, just blocky areas of color that illuminate as he uses it. As the show progressed, the device became increasingly abstract until it seemed impossible that any human could actually operate it. But perhaps that’s the point. The handlink might represent a complete paradigm shift toward iconic and symbolic visual computing, or it could be something even more radical: a mind-object, a projection within a projection coming entirely from Al’s consciousness. A totem that’s entirely imaginary yet functionally real. In the context of the show, that was an explanation that made sense to me — Al, after all, wasn’t physically there with his time-leaping friend Sam, he was a holographic projection from a stable time in the future. He could have looked like anything; so, too, his computer. But that handlink as a mind-object also suggests computing that exists at the intersection of technology and parapsychology — interfaces that respond to mental states, emotions, or subconscious patterns rather than explicit physical inputs. What kind of computing would exist in a world where telepathy was as commonly experienced as the five senses? Penny’s Multi-Page Computer: Hardware That Adapts Inspector Gadget’s niece Penny carried a computer disguised as a book, anticipating today’s foldable devices. But unlike our current two-screen foldables arranged in codex format, Penny’s book had multiple pages, each providing a unique interface tailored to specific tasks. This represents customization at both the software and hardware layers simultaneously. Rather than software conforming to hardware constraints, the physical device itself adapts to the needs of different applications. Each page could offer different input methods, display characteristics, or interaction paradigms optimized for specific types of work. This could be achieved similarly to the Doctor’s screwdriver, but it also could be more within reach if we imagine this kind of layered interface as composed of individual modules. Google’s Project Ara was an inspiring foray into modular computing that, I believe, still has promise today, if not moreso thanks to 3D printing. What if you could print your own interface? The Holodeck as Thinking Interface Star Trek’s Holodeck is usually discussed as virtual reality entertainment, but some episodes showed it functioning as a thinking interface — a tool for conceptual exploration rather than just immersive experience. When Data’s artificial offspring used the Holodeck to visualize possible physical appearances while exploring identity, it functioned much like we use Midjourney today: prompting a machine with descriptions to produce images representing something we’ve already begun to visualize mentally. In another episode, when crew members used it to reconstruct a shared suppressed memory, it became a collaborative medium for group introspection and collective problem-solving. In both cases, the interface disappeared entirely. There was no “using” or “inhabiting” the Holodeck in any traditional sense — it became a transparent extension of human thought processes, whether individual identity exploration or collective memory recovery. Beyond the Screen, but Not the Body Each of these examples suggests moving past our current obsession with maximizing screen real estate and window management. They point toward interfaces that work more like natural human activities: environmental awareness, tool use, conversation, and collaborative thinking. The best interfaces we never built aren’t just sleeker screens — they’re fundamentally different approaches to creating that unique space for thinking, communicating, creating, and experiencing that makes technology truly exciting. We’ve spent two decades consolidating everything into glass rectangles. Perhaps it’s time to build something different.
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Why compensation, edification, and recognition aren’t equally important—and getting the order wrong can derail your career. Success is subjective. It means many things to many different people. But I think there is a general model that anyone can use to build a design career. I believe that success in a design career should be evaluated against three criteria: compensation, edification, and recognition. But contrary to how the design industry operates — and the advice typically given to emerging designers — these aren’t equally important. They form a hierarchy, and getting the order wrong can derail a career before it even begins. Compensation Comes First Compensation is the most important first signal of a successful design career, because it is the thing that enables the continuation of work. If you’re not being paid adequately, your ability to keep working is directly limited. This is directly in opposition to the advice I got time and again at the start of my career, which essentially boiled down to: do what you love and the money and recognition will come. This is almost never true. There have been rare cases where it has been true for people who, ultimately, happened to be in the right place at the right time with the right relationships already in place. The post-hoc narrative of their lottery-like success leaves out all the luck and privilege and focuses entirely on the passion. These stories are intoxicating. They feel good, blur our vision, and result in a working hangover that can waylay someone for years if not the entirety of their increasingly despiriting career. What does adequate compensation look like? It’s not about getting rich — it’s about reaching a threshold where money anxiety doesn’t dominate your decision-making. Can you pay rent without stress? Buy groceries without calculating every purchase? Take a sick day without losing income? Have a modest emergency fund? If you can answer yes to these basics, you’ve achieved the compensation foundation that makes everything else possible. This might mean taking a corporate design job instead of the “cool” startup that pays in equity and promises. It might mean freelancing for boring clients instead of passion projects. It might mean saying no to unpaid opportunities, even when they seem prestigious. The key insight is that financial stability creates the mental space and time horizon necessary for meaningful career development. This is not glamorous. It sounds boring. It may even be boring, but it doesn’t need to last that long. It’s easier to make money once you’ve made money. Then Focus on Edification Once compensation has been taken care of, the majority of a designer’s effort should be put toward edification. I choose this word very intentionally. There is nothing wrong with passion, but passion is the fossil fuel of the soul. It’s not an intrinsic expression of humanity; it is inspired by experience, nurtured by love, commitment, and work, and focused by discipline, labor, and feedback. Passion gets all the credit for inspiration and none of the blame for pain, but it’s worth pointing out that the ancient application of this word had more to do with suffering than success. Edification, on the other hand, covers the full, necessary cycle that keeps us working as designers: interest, information, instruction, improvement. You couldn’t ask for a more profound measure of success than maintaining the cycle of edification for an entire career. If you feel intimidated by a project, it is an opportunity to learn. Focus your interest toward gathering new information. If you feel uncomfortable during a project, you are probably growing. Seek instruction from those who you know that make the kind of work you admire in a way you can respect. If you feel like the work could have been better, you’re probably right. You’re ready to work toward improvement. This process doesn’t just happen once; a successful career is the repetition of this cycle again and again. What does edification look like in practice? It’s choosing projects that teach you something new, even if they’re not the most glamorous. It’s working with people who challenge your thinking. It’s seeking feedback that makes you uncomfortable. It’s reading, experimenting, and building things outside of work requirements. It’s the difference between collecting paychecks and building expertise. Considering the cycle of edification should help you select the right opportunities. Does the problem space interest you intellectually? Will the project expand your skill set? Will you work with people from whom you can learn? These not only become more viable considerations once you’re not worried about making rent, but the essential path forward. The transition point between focusing on compensation and edification isn’t about reaching a specific salary number — it’s about achieving enough financial stability that you can think beyond survival. For some, this might happen quickly; for others, it may take several years. It might happen more than once in a career. The key is recognizing when you’ve moved from financial desperation to financial adequacy. Recognition Is Always Overrated Finally, recognition. This is probably the least valuable measure of success a designer could pursue and receive. It is subjective. It is fickle. It is fleeting. And yet, it is the bait used to lure inexperienced designers — to unpaid internships, low-paid jobs, free services and spec work of all kinds. The pitch is always the same: we can’t pay you, but we can offer you exposure. This is a lie. Attention is harder to come by than money these days, so when a person offers you one in lieu of another, know it’s an IOU that will never pay out. Most designers are better off bootstrapping their own recognition rather than hoping for a sliver of someone else’s limelight. I might not have understood or believed this at the start of my career; I take it as fact today, twenty years in. That said, I wouldn’t say that all recognition is worthless. Peer respect within your professional community has value — it can lead to better opportunities and collaborations. Having work you’re proud to show can open doors. But these forms of recognition should be byproducts of doing good work, not primary goals that drive decision-making. Design careers built upon recognition alone are indistinguishable from entertainment. The recognition trap is particularly dangerous early in a career because it exploits the natural desire for validation. Young designers are told that working for prestigious brands or winning awards will jumpstart their careers. Sometimes this works, but more often it leads to a cycle of undervalued work performed in hopes of future payoff that never materializes. Applying the Hierarchy Here’s how this hierarchy works in practice: Early career: Focus almost exclusively on compensation. Take the job that pays best, even if it’s not the most exciting. Learn what you can, but prioritize financial stability above all else. Mid-career:: Once you’ve achieved financial adequacy, shift focus to edification. Be more selective about projects and opportunities. Invest in skills and relationships that will compound over time. Established career:: Recognition may come naturally as a result of good work and years of experience. If it doesn’t, that’s fine too — you’ll have built something more valuable: expertise and financial security. Looking back, I can say that I put far more emphasis on external recognition and validation too early on in my career. I got a lot more of it – and let it distract me — ten years into my career than I do now, and it shows in my work. It’s better now than it was then, even if no one is talking about it. Every designer is better off putting whatever energy they’d expend on an attention fetch quest toward getting paid for their work, because it’s the money that will get you what you really need in the early days of your career: a roof over your head, food on the table, a good night’s sleep, and a way to get from here to there. If you have those things and are working in design, keep at it. Either external recognition will come or you’ll work long enough to realize that sometimes the most important recognition is self-bestowed. If you can be satisfied by work before anyone else sees it, you will need less of the very thing least capable of sustaining you. You will always get farther on your own steam than someone else’s.
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