The Diesel team has incredible passion. We work for ourselves and design for ourselves. When I see a new watch in our collection, I go crazy. I want one of everything.
Architects feel empowered to give opinions about politics and sociology and philosophy without knowing much about it. Kind of in the same way that they think they can design furniture or fashion or utensils for dining.
We have no general conceptual thrust for the band, other than trying to make music that keeps our interest. When things are novel, they are probably things we have discovered by accident or investigation rather than by design.
I think the good thing about Dogme is that it forces you into an extreme sense of reality because there's no artificial light and no set design and all of those icings on the cake that you usually have on a movie.
I have to experience the Nokia products. I'm a major contributor to the design and the quality of the devices. I have a lot of feedback to provide the teams on that. But also I have to carry competitive devices. You have to understand the competition...
Sculptures created from found materials like ice and thorns, driftwood, and even bleached kangaroo bones all presuppose that artistic design will yield to the cycles of time and climate, whether over an hour or a decade.
In regards to being a fashion aficionado, there's a certain amount of taking yourself seriously in the professional world. The self-effacing person can't completely go down the serious road. But I design, and love when things are beautiful.
The level of detail and craft is something that's inscribed within the original design concept. And so when I begin to draw, I know what kind of detailing I want the building to have.
When I design buildings, I think of the overall composition, much as the parts of a body would fit together. On top of that, I think about how people will approach the building and experience that space.
Nest really came out of a process where I was trying to design the most connected and the most green home that I knew of. I was curious of just about everything that goes into a home and building a home.
I say homes are for families, and you have to make sure you design for the family, not just one person: kids, your wife, your grandparents need to be able to use it.
I've always been a proponent of the idea that technology doesn't matter to game design. The example I always like to point out is 'Tetris,' one of the greatest games ever made.
Even as a young boy, my passion was to design, and I have been very lucky to be able to do what I have loved all my life. There can be few greater gifts than that.
My style is kind of eclectic and I don't like to do the same thing over and over again. I like to have fun and explore myself so you won't see the same design.
When I design a wedding dress with a bustle, it has to be one the bride can dance in. I love the idea that something is practical and still looks great.
Let's be realistic, how many people are buying a $2,000 skirt? I love to design things that people can actually buy. I'm staggered by what a boot costs today.
All those years of skating and dancing have carried over. I can't design anything without thinking of how a woman's body will look and move when she's wearing it.
Intelligent design is a modest position theologically and philosophically. It attributes the complexity and diversity of life to intelligence, but does not identify that intelligence with the God of any religious faith or philosophical system.
In 2009, designer Tina Tangalakis went on a volunteer trip to Ghana and instantly fell in love with the country and its people. It was from that trip that Della was born, a company that provides jobs, education, and skills training to women in Ghana.
The ability to recognize opportunities and move in new - and sometimes unexpected - directions will benefit you no matter your interests or aspirations. A liberal arts education is designed to equip students for just such flexibility and imagination.
My father has a great love of science, and he indoctrinated me into it early. I think I was 12 or so when we designed a moon base.