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've already had an opportunity to note the essentially different
nature of the skills necessary for an artist and a designer. As a
result of this difference, in most projects that could benefit from an
artistic contribution, the designer has but two options: either to hire
an artist to join his studio, or to subcontract artwork creation to an
independent artist.
Although, of course, dividing the workload is as common in information
technologies as it is in manufacturing, the creative part in most
projects is - and should be where possible - left to one person.
Creativity is a rather sensitive matter, and collaborators may find it
difficult to communicate simply because of the lack of common terms and
notions. Successful creative coauthorships are therefore mostly
"silent," with coworkers understanding each other without words, which
is why organizing the cooperation of a designer and an artist may be a
challenge, especially if this is their first project of this kind.
For a designer, working with artwork is always more difficult and
time-consuming than, say, with photography, and not only because the
media itself is more demanding. With photo, you can search one of the
stock photo agencies for an image you need, or, if you need a custom
photo, you can hire a photographer and explain to him what you need. The
bottom line is that you're likely to get something pretty similar to
what you originally envisioned.
Not so with an artist, whose work is often governed by inspiration and
"creative outbursts" rather than by any sort of plan. Of course an
artist would, too, welcome as much set-up information as you can provide
in order to get an idea of the project requirements, but what he comes
up with is not guaranteed to fit into any design drafts that may already
exist on designer's side. Therefore, more often than not, original
artwork becomes the core of a brand new design composition rather than
an optional add-on.
Custom art is simply too complex to be mass-produced in a way similar to that of
stock photography. Therefore, no real "stock artwork" collections exist
that could be used by a designer ("Web art" collections with buttons and
icons for Web pages of course do not count in this respect). Also, while
the majority of professional photos have always been shot with some
practical use in mind, fine art has a centuries long tradition of "art
for the art's sake." Creating custom artwork for design purposes, as
well as reusing older pieces in design compositions, are characteristic
mostly of the 20th century.
It is not unfrequent that a designer takes a "standalone" piece
of art (the one that was not originally intended for any down-to-earth
use) and arranges a license for using it in his work. Best results,
however, are achieved with custom artwork from an author who has a
good understanding of the particular project's goals and some experience
in creating "design-friendly" art. What a designer needs is not a
chef-d'oeuvre to frame and hang on the wall, but an element to be
combined with other elements in a composition, and meeting this
requirement may take an artist something more than just drawing or
painting skills.
As you can see, there are a whole lot of reasons that make an "artsy"
project quite different from the regular design work. Not only is it
significantly more expensive, but because of its nature it is less
likely to deliver consistent and predictable results. So it's no
surprise that business customers in general tend to favor more
straightforward photographic design solutions. For those, however, who
can afford some more creativity, there's some good news: my "afford"
may not necessarily imply any extra monetary expenses, as we'll see in the
next section. |
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