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Art production and the open source paradigm

By Jozsef Mak on December 09, 2006 (8:00:00 AM)

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Art production in an open source environment is more of a challenge than most people think. I know this from my experience in the Ubuntu interface design project in past few years. It has become clear to me that it is impossible to produce high quality visual content in an environment that is lacking coordination. That insight prompted me to investigate other models that could be adopted and used in the open source context. I found the commercial agency to be one of the most efficient and productive models that I can recommend for adaptation, thanks to one single factor -- art direction. Art direction assures the unity and consistency that are the main characteristics of professional artwork.

Before I outline my suggestions regarding the changes I am promoting, let me discuss a few general issues relating to visual design. There is a misconception in the open source community that aesthetics is a matter of individual taste. You hear this opinion all the time in art-related discussions. If this were the case, art couldn't be evaluated or taught objectively. If beauty were in the eye of the beholder, anything would go and we would have chaos (many artists suggest that this is already the case -- "we are living the end of the idea of modern art," says Octavio Paz) and there would be a complete halt to any meaningful creative process other than random improvisations.

But the truth is that we still can tell the inferior from the quality even if our inner sense on which this judgment is largely based is often vague and ambiguous. It is the unity or lack of unity that we first recognize in an artwork. The formal and personal styles often escape our senses, yet they are also essential components of the artwork. Cubism and abstract expressionism are formal styles; the personal style arises from the artist's personality and is hard to describe, yet nonetheless each artwork has a personal signature.

In many ways design is like writing. Every good piece of writing has a distinct style that manifests itself in consistency and coherence. Think about Hemingway and Poe -- two writers with two distinct styles, one simple and upfront and the other characterized by long ornamental sentences with lively metaphors -- yet both are coherent and consistent within their own scope.

Likewise, good visual design has its own style and syntax that makes the artwork structured and meaningful. The grammar of a work of art manifests itself in form, color, layout, and so on. Each artwork has to have a center of interest that is based on the visual elements that unifies the composition.

The question is how we can apply the necessary principles when creating visual content in an open source environment.

With art production in a collaborative context, consistency is always a concern. Since all artists have their own skill levels, experience, and inherent style, their team effort often results in a patchwork. Even a less polished but unified design is preferable to a superior patchwork; patchwork has a crooked syntax.

To prevent this from happening, teams need to have strong leadership in place. An art director or a small team of artists could function as a leading force behind a collaborative effort. This arrangement could work essentially as a graphic agency.

How is a commercial agency is set up? In a studio environment, the design process begins with the client; initially, the art director's job is to gather information about the product. This usually begins by interviewing the client and finding out what he has in mind regarding the product. Say he wants a full color ad; then the art-director would ask where the ad be published -- in a newspaper, a magazine, or on the Web; also, what would be the format and the size of the product, what typefaces, colors, or layout are planned; and so on. When enough data is collected, the art team gets together for a brainstorming session where at least two and often more mock-ups are drawn. Then more meetings and consultations.

When the final version is decided upon, the contract is signed, but before the actual production begins the parameters of the product are specified right down to the smallest details. Features such as color, ink, dimension, layout, typeface, images, and paper stock are put down so that designers can follow the specifications as closely as possible. This also guaranties that the final product won't deviate from the initial plan and will be stylistically consistent and unified.

In a studio environment the work process is structured around experts. The production process is broken down to different sub-projects that can be assigned to specialists. Some of these sub-projects may include layout design, image editing, or illustrations. When the job is small, often one artist does all the designing.

This, in a nutshell, is the setup and the working methods of a commercial agency. This model could be adopted in the open source context with little modification, and later changed as experience requires.

The open source model is a collaborative effort, and as such, it should have a superbly organized structure; only an arrangement like this can ensure that volunteering artists bring the most out of themselves and use their time and resources as economically as possible. To produce high quality content one needs both talent and time; this paradigm could ensure that the human and creative resources of the contributing artists are optimized to the fullest. The alternative is random improvisations lacking unity and consistency -- the worst possible scenario, which the art community should avoid at all costs.

Jozsef Mak is a graphic designer who lives in the Montreal area. He has been involved with the Xubuntu/Ubuntu art projects since the release of Dapper, and is currently coordinating the Xubuntu artwork efforts.

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on Art production and the open source paradigm

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Who's your daddy?

Posted by: Anonymous Coward on December 10, 2006 12:45 AM
"This, in a nutshell, is the setup and the working methods of a commercial agency. This model could be adopted in the open source context with little modification, and later changed as experience requires."

A lot of the people who do open source have day jobs with a bossman. They don't want to come home to another bossman, even a benevolent one. The commercial model also has the power to compel the team to go in another direction even if some days they don't want to. Open source is anarchy at it's truest.

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Re:Who's your daddy?

Posted by: Jmak on December 10, 2006 02:29 AM
I don't think it is anarchy. Look at the ubuntu, fedora, suse or gnome projects, among others. They all have a very strict timetable to follow, with precise progress schedule and implementation plan.

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Re:Who's your daddy?

Posted by: Anonymous Coward on December 11, 2006 11:22 PM
I agee. I think the advertising world could actually learn from the open source model.

Too many agencies have an only middlingly talented art director who chooses favorites and often ignores any really fresh ideas and we end up another round of the "same old".

Look to the open source model of the Darwinian ideal and true innovation can actually prosper. If an Art Director sticks to his/her "vision" (as they are wont to do).True innovations will be killed before they're even given a chance.

In the art world the only option you have is to leave. In the open source world we call this "forking" and try try avoid it.

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Re:Who's your daddy?

Posted by: stomfi on December 12, 2006 01:19 PM
Anarchy means "no government". This doesn't preclude community accepted rules, designs and cooperation. Have a read of the Dispossed by Vinge to get a clearer idea.

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Re:Who's your daddy?

Posted by: Jmak on December 12, 2006 02:19 PM
Who is entitled to give an authentic definition, or better interpretation of anarchy? Vinge? Why not Binge? Is there any divine reason for that? Or this is just a matter of personal preference. I, for instance, prefer Trotsky.

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Re:Who's your daddy?

Posted by: Anonymous Coward on December 13, 2006 02:35 AM
Don't you mean by Le Guin?

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Re:Who's your daddy?

Posted by: Anonymous Coward on December 12, 2006 04:55 PM
"Open source is anarchy at it's truest."

No, it's not. Counter examples: Linux, Apache, Emacs, Perl.

In fact, anarchy will only work for one man projects (one man anarchy?). For anything else you need direction. There are many ways of directing, though. From assembly (without representants) democracy to iron hand dictatorship there is a full spectrum of choices.

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Unity of design ...

Posted by: Anonymous Coward on December 10, 2006 05:20 AM

Though I don't have a background in graphic design, I think I can comment as an omnivorous consumer of text! The essay points out some tips for writers, too.


Good design guides the reader's eye, and is one means of many to effectively present ideas. Poor design interferes with the flow of ideas; either jostling for attention, or obscuring the message.


Two references that I use to make my work suck less are:


  • Designing for Magazines by Jan V. White ISBN 0-8352-1507-5

  • Design Principles for Desktop Publishers by Tom Lichty ISBN 0-673-38162-5


Hopefully, others may find these books helpful.

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The Mythical Man-Month

Posted by: Anonymous Coward on December 12, 2006 05:02 PM
Your article is a very interesting read. It remind me of the book "The Mythical Man-Month" I have read recently. In it, the author defends the idea that conceptual integrity is one (if not the) key factor to a successful software project. This makes me think that an art project is in fact not that different from a software project, and maybe any other kind of project that involves creativity and people.
Again, very interesting read.

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you are absolutely right ... maybe people should..

Posted by: sorin7486 on December 13, 2006 01:29 AM
You are 100% right on this.. For example I love Ubuntu but I don't really like brown.. so whenever I install it on a machine I try to change the default settings.. now if you use the defaults it's at least all made by the same team... but if you try put something together it usually looks like crap and there is not much you can do about it (other than design it yourself<nobr> <wbr></nobr>:P)....

I think the solution wold be to work on art for desktops in separate projects... not for one distribution... but a project to design a desktop for kde or gnome from one end to the other... I mean it should include splash screens and icons and even font sizes... and everyone should be able to use that... regardless of distro..

for example I like the new artwork that was done for Suse 10.2, but I really hate Suse (the distro... a mater of taste<nobr> <wbr></nobr>;) It wold be great if I could just install that artwork on my ubuntu... even if it says suse on the desktop<nobr> <wbr></nobr>... or it could be called anything else...

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Collective leadership

Posted by: Anonymous Coward on December 21, 2006 04:57 AM
Sorry for the anonymous post but I don't really need an account, I'm Duncan Lithgow

While I understand the angle you're coming from in your article, I think you've glossed over some important issues and opportunities.

Yes, a benevolent dictator gives an artistic project a 'red thread' as the Danes say. That common element which keeps everything tied together. But the thread doesn't necessarily have to be an imposed one from above. I don't know the details of the Tango project but I could easily imagine a project like that being led by a process which involves defining the collective goals, and then broadening the project out to include different people's contributions. Each contribution in it's own way helping to more clearly define which aspects need clearer guidelines/ rules.

What I've just outlined is not meant to be that different in output from what you suggest, just a more collaborative approach.

Like the Ubuntu artwork, thanks.
PS. we have the Ubuntu 'Desktop' theme, now what about the 'Professional' and 'Tech' themes?

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