4 Tips to Make Iconic Industrial Design - Proportions Tutorial
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- Опубліковано 31 гру 2024
- Watch Part 1: • What Makes a Product D...
This is part 2 of a series that will explore how to create iconic industrial design. This video explains some tips you can use to improve the proportions and silhouettes of your designs. The silhouette (or outline) is what makes your product immediately recognizable. It's the first thing that anyone notices, so it's very important that you make it recognizable, even from a great distance.
Make a killer portfolio and land your dream design job. Enroll in my online industrial design course, Form Fundamentals. bit.ly/335vsqO .
It's incredibly difficult to make a truly iconic product. They only come a few times per decade. While it's unlikely that our products will ever reach the level of icon, it's still a noble pursuit to strive towards. Even if we fall short, we can still create designs that are distinctive and category-defining.
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John Mauriello has been working professionally as an industrial designer since 2010. He is an Adjunct Professor of industrial design at California College of the Arts.
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As a mechanical engineer, I think that an iconic industrial design is to make the shape *follow* what the function and the idea behind the product are. This, usually, makes the product at least recognizeable and easy to produce, since you haven't thought of the aesthetics first: there's nothing more *infuriating* for us engineers than to have to work on products that obviously don't work in reality but look rather good on paper because the designer never bothered to actually think about the function it has to serve and what the tools to make it are capable of.
*I think that's why I like Bauhaus and Arts and Crafts, I think...*
That's what design is.
I think drawing cool looking asthetic product without thinking about its functionality is not design but art
Love it how your videos are slowly becoming iconic 😁✨
We still need to wait and see if they stand the test of time ;)
@@Design.Theory they will for sure 😁🤞
@@Design.Theorytwo years later and a new sub.. I'd say it stands the test of time
I'm currently goin through your design series, and its very interesting to see the parallels that exist between different creative fields. As a illustrator. one of the non spoken rules are, unless you are studying, always prefer real life reference then photos or paintings. since both of those have already been artistically processed. and if u want to interpret something, its always better to look at the real thing directly.
If we draw the comparison to industrial design, just as you did in the beginning of the video. Referencing from one specific piece of already existing work, would just make you recycle and make a lessen version of the original.
That's a very interesting parallel. Thank you for making that comparison, it's definitely given me something to think about!
In my music and 3D art, I like to reference a ton of different already existing things, and pick and choose my favourite elements from all of them to make something unique. For my 3D furry art, I tend to reference both real photos, 2D art, other 3D models (not that many good ones available though), and sometimes my own body proportions, depending on what I am making. Currently I am modelling a hybrid between a human hand and a paw for an avatar model, and I am looking at my own hands and their flow a LOT for reference just because I haven't actually found any art at all which does this really well, modelling breaks between paw pads based on where the contour lines of a human hand and thumb are, and it is starting to look pretty nice.
One thing that made a big leap in my art was looking at the eye shape of 2D furry art, and translating that to 3D as best as I could. The eyes I make now look a LOT better. So personally I've found that viewing reference works well too, although often in a different genre than whatever I am making. I use photorealistic fur as well, which is less common.
I'm just now realising that the way I am modelling hand-paws... actually kind of fits with some of the themes of what makes a design iconic? It is simple and speaks to a fundumental truth: that most furry paw-pads make no sense in terms of how a furry-style hand would actually work in real life...
The avatar I am working on has a distinctive style (cute eyes but with actual fur, realistically possible in every aspect _except_ the eyes which are so large they intersect) an does the paw-hand thing. Not really distinctive silhouette, though (body shape is a combination of my own with the bowling pin shape I noticed looked good in reference art). Wonder if I should figure out how to add that; maybe it could become somewhat iconic?
The vidoe is really useful and insightful, I love your videos because they are more into the Theory and the science behind great designs, keep it up :)
Thank you very much! More are coming soon. :)
Have to say that kikkoman bottle has genius cap. Pushing finder over other hole it prevents soy coming out, so you can easily control the flow.
Join the discord chat and talk about design with us: discord.gg/HCSMVuG Also, to be clear, there's nothing wrong with referencing other work. It's a great way to understand the thinking behind designs. I do it all the time. However, there are also other ways to come up with something groundbreaking. Make a killer portfolio and land your dream design job. Enroll in my online industrial design course, Form Fundamentals. bit.ly/335vsqO .
Kikoman soya sauce bottle is so cool.
Perfect example of asthenics in order to achieve practicality.
1:45 the sunglasses of Tom CRUISE (VANILLA SKY)
4:32
THANK YOU SO MUCH. A TOTALLY AWSOME VIDEO!!!! THANKS FOR SHARING. I LEARNED A LOT.
Great video again John 👊
Glad you enjoyed it. Hope you learned something :D
Love the content, I will watch every single one, and bug you by asking questions. Lol
Pretty well made!
Glad you think so!
Great Video, I am really glad I found you channel! Just a question, what font did you use on the orange pages for the titles?
futura
During the whole coke/kikkoman bit I couldn’t help but think of an alternate universe where everything was uniformly cylindrical. Humans pouring soy sauce and drinking coke from cylindrical containers made lul, no grace, just action.
Procreate for the digital sketching. Keyshot for rendering
The 911 was designed by engineers from the inside out. A design based on weight distribution for optimal road handling. The last thing they thought about was the silhouette.
Very nice video man
thanks for your helpful content
My pleasure!
Please do a video on Tesla’s constant car designs since 2012 with the Model S
I think Tesla's design was very innovative back then. Maybe I will.
Me coming from Frank Stephenson's channel just so I could design better looking cars in Automation: interesting
Frank's the man! Thanks for stopping by
You are soo good, i almost broke my mouse while subscribing you, hahaha, you put the best work on this subject on this platform, thank you soo much
Welcome aboard! Thank you so much for the kind words :)
6:21 this bottle silloute resembles the old mustang
the 60's coke bottle style mustang
great one
great vid as always!
Thanks Nick :) I was actually thinking about your stretch clock when I was making this. More specifically, the stretch clock kind of flies in the face of a "standard" silhouette for a product because the silhouette changes based on the material it's stretched around. I think it's an interesting idea to think about. For anyone interested in backing Nick's stretch clock on kickstarter, check it out here: www.kickstarter.com/projects/nicholasbaker/stretch-clock
A video about Johnny Ives would be interesting.
beautiful!
I am sorry, I love your videos, they are amazing! but that background music is a bit strange. It ends up feeling like there is a stereo playing somewhere.
I need the music to keep the funk alive.
@@Design.Theory personally I like the bg music!
@@kausthubhtsr9636 yeah I can turn down the music a little bit but it's one of those things that i dont think im going to change
@@Design.Theory ya please don't change! actually the volume is also fine! It just keeps us engaged ✨
@@Design.Theory I'm a bit late but I do agree that the music makes it hard to focus on your voice haha. I suggest putting music that are more lower in frequency/bassier to balance it out
Would you recommend certain books to read for industrial designers?
Yes. "Design of Everyday Things" and "Emotional Design". Both by Don Norman. Designing for Growth is another good one.
Is coming up with those sorts of icon forms just a case of drawing and redrawing designs over and over until it looks iconic? Or drawing and morphing naturally occurring objects? Is it best to start working on the silhouette in 2D or sculpting in 3D? How much of the methodology is personal preference?
I would say it's almost entirely dependent on context and personal preference
hi, could you make a video about what mechanical engineering do in product development? thank you
I would want a mechanical engineer to talk about that more, not necessarily me. Generally speaking, a mechanical engineer makes the design manufacturable at the lowest price possible while still maintaining design intent.
is the Mach 5 iconic?
You got the design of the ipod wrong. Designed in the late 90s, when most people listened to music (or watch movies in surround sound, or computers sound cards) on book shelf speakers, it looks exactly like a two way horn speaker with the controls that look like the bass speaker and the square screen that looks like a speaker horn.
Yeah I caught that after I posted this video unfortunately
Iconic can be ugly as well. A very iconic car that falls under that category is the AMC Pacer.
Fun fact, the iPod design is inspired by a speaker box
2:06 yes i subscribed
U r awesome
👍
Discord link?
discord.gg/HCSMVuG
I would say the iPod isn’t iconic. Show that to a teenager and they will not know what it is. Also it was “heavily inspired by” the Braun radio. Iconic design becomes iconic over time. Apple doesn’t stick to the same shape for long enough to become iconic. Their logo is iconic, but the iPod is not in my opinion.
I actually address this exact point in part 1 of the series. You can check it out in the description!