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- <h1>Copying is the way design works</h1>
- </header>
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- <p class="center">
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- <use xlink:href="/static/david/icons2/symbol-defs-2021-12.svg#icon-home"></use>
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- <a href="https://matthewstrom.com/writing/copying/" title="Lien vers le contenu original">Source originale</a>
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- <hr>
- <div class="l--grid copying">
- <div class="l--grid-narrow l--mar-top-s post">
- <div class="c--gray"><p>
- This is a very short book about copying. Its contents, unless
- otherwise noted, are licensed under
- </p><a href="https://creativecommons.org/licenses/by-sa/4.0/" target="_blank" rel="noopener">CC-BY SA 4.0</a><p>
- (more on that in a bit). You can download, copy, remix, excerpt,
- change, and repost it however you see fit.
- </p></div>
- <p class="copying--chapter">I</p>
- <p>
- <strong class="t--transform-uppercase">Charles Eames</strong> said
- it best: “We don’t do ‘art’ — we solve problems.”
- </p>
-
- <p>
- To buy furniture in 1950, you had to choose between affordable and
- enduring, between rugged and fashionable. Charles and Ray designed a
- chair that was all the above and sold it for $20.95.
- They called it the LCW.
- </p>
-
- <p>
- The LCW embodies the Eames’ obsession with simplicity in material
- and method. “We want to make the best for the most for the least,”
- they said.
- The design was revolutionary: in 1999, <em>Time</em> magazine called
- the LCW “the best design of the century.”
- Today, you can buy a brand new LCW from Herman Miller (the
- officially licensed manufacturer of Eames products) for $1,195.
- </p>
- <p>
- Or, you can buy a chair called the “Fathom” from a company called
- Modway for $145.
- </p>
- <p>Functionally and aesthetically, the chairs are identical.</p>
- </div>
- <div class="l--grid-wide">
- <figure class="l--flex">
- <div class="l--flex-half">
- <img loading="lazy" src="https://d33wubrfki0l68.cloudfront.net/0b07ec2420d962333516565bbf3c484cc8b2ca4f/e52a1/images/copying-1.jpg" alt="Eames Molded Plywood Lounge Chair">
- <figcaption>
- Eames Molded Plywood Lounge Chair<br>© Herman Miller
- </figcaption>
- </div>
- <div class="l--flex-half">
- <img loading="lazy" src="https://d33wubrfki0l68.cloudfront.net/e244c88f486534fd5ef1b92be27de149fb5d95a4/6a616/images/copying-2.jpg" alt="Modway Fathom">
- <figcaption>Modway Fathom<br>© Modway</figcaption>
- </div>
- </figure>
- </div>
- <div class="l--grid-narrow post">
- <p>
- There’s an LCW from 1946 in MOMA’s collection. It’s one of the very
- first ever made. Most people would call it the original LCW.
- </p>
- <p>
- Charles and Ray Eames sold the manufacturing rights for their
- furniture to Herman Miller in 1947. Collectors call the LCWs made in
- the ’40s and ’50s “originals.” But in some sense, these — and the
- more recently manufactured Herman Miller versions — are copies of
- that LCW in the MOMA collection.
- </p>
- <p>
- And then there’s the Modway Fathom. It’s clearly a copy, an
- unlicensed one at that. But at $145 (the equivalent of $12.78 in
- 1947) it’s more affordable than the LCW was when it was first
- manufactured and sold. In spirit, it’s more of an original than any
- LCW: the best, for the most, for the least.
- </p>
- <hr class="copying--divider">
- <p>
- I’m sharing this story because it demonstrates a surprising fact:
- what makes something “original” (the first, the best, the most
- famous, the most true) or a “copy” (an identical copy, an
- unauthorized replica, an interpretation or a remix) isn’t always
- obvious — or important.
- </p>
- <p>
- I’m a designer. As a designer, I feel the need to be original. If
- you’re a designer, or even if you’re just interested in design, you
- probably feel the need to be original, too. We tend to worship
- inventors and originators, designers who were trailblazing and
- innovative. And we copy them.
- </p>
- <p>
- This oxymoron of a craft can drive a person crazy. There’s lots of
- space between originality and industry, authorship and
- acknowledgement, riffing and ripping. I wrote this very short book
- to explore that space.
- </p>
- <p>
- Some people have been frustrated by copying, refused to accept it,
- and struggled with every ounce of their strength against it. Other
- people have used copying to their advantage, whether to improve
- themselves, build a community, or subvert authority.
- </p>
- <p>I’ve only been able to have a career in design because I copied.</p>
- <p>
- I hope that by the time you’ve finished reading, you’ll see how
- important copying is. Right or wrong, virtue or vice, copying is the
- way design works.
- </p>
- <p class="copying--chapter">II</p>
- <p>
- <strong class="t--transform-uppercase">Steve Jobs copied.</strong>
- “Great artists steal,” he said, quoting Pablo Picasso (or was it
- Stravinsky? T. S. Eliot?). Jobs and Apple copied many designs in their early days, most
- notably from a Xerox research laboratory in Palo Alto. The story
- goes like this:
- </p>
- <p>
- In the early 20th century, Xerox was a pioneer of office technology.
- By the middle of the century, computers were getting smaller and
- more affordable, and Xerox knew they’d have to work hard to keep
- their market dominance. In 1970, The Xerox Palo Alto Research Center
- — Xerox PARC — was founded to explore the future of the “paperless
- office.”
- </p>
- <p>
- Within two years, Xerox PARC had designed a groundbreaking computer
- called the Alto. One of its innovations was a graphical user
- interface: programs and files were displayed in virtual windows
- which users navigated using a mouse. It was an eerily accurate
- picture of what personal computers would look like 30 years later.
- </p>
- <p>
- Jef Raskin, leader of the Macintosh project at Apple, had seen
- Xerox’s work. He wanted Steve Jobs to see it for himself, and set up
- a meeting.
- </p>
- <p>
- “I thought it was the best thing I’d ever seen in my life,” Jobs
- said of the Alto’s user interface. “Within ten minutes it was
- obvious to me that all computers would work like this some day.”
- </p>
- <p>
- When the Macintosh was released in 1984, it featured a graphical
- user interface. Programs and files were displayed in virtual windows
- which users navigated using a mouse.
- </p>
- <p>It was just like the Alto.</p>
- </div>
- <div class="l--grid-push-right">
- <figure class="l--flex">
- <div class="l--flex-half">
- <img loading="lazy" src="https://d33wubrfki0l68.cloudfront.net/08f14f2c6bb50c5a76d1d2f55afdf8225ea016da/d6ad1/images/copying-3.jpg" alt="Xerox Alto Operating System">
- <figcaption>
- Xerox Star Operating System<br>© Xerox
- </figcaption>
- </div>
- <div class="l--flex-half">
- <img loading="lazy" src="https://d33wubrfki0l68.cloudfront.net/4a9ba3ffa923511892c05b85e016dad99982b3b7/fe2ca/images/copying-4.jpg" alt="Apple Macintosh Operating System">
- <figcaption>
- Apple Macintosh Operating System<br>© Apple
- </figcaption>
- </div>
- </figure>
- </div>
- <div class="l--grid-narrow post">
- <p>Steve Jobs didn’t like to be copied.</p>
- <p>
- In 1985, a year after the Macintosh was launched, Apple sued a
- company called Digital Research Interactive for copying the
- Macintosh’s user interface. Digital Research settled out of court,
- and changed the appearance of its icons, windows, and mouse
- pointers.
- </p>
- <p>
- In 1990, Apple sued both Microsoft and Hewlett-Packard. The case was
- a repeat: Microsoft’s Windows and HP’s NewWave featured designs that
- Apple claimed were copies of the Macintosh’s operating system. But
- early licensing agreements between Apple and Microsoft made it
- unclear if any infringement took place; the case was thrown out.
- </p>
- <p>
- In the middle of Apple’s case against Microsoft, Xerox sued Apple,
- hoping to establish its rights as the inventor of the desktop
- interface. The court threw out this case, too, and questioned why
- Xerox took so long to raise the issue.
- Bill Gates later reflected on these cases: “we both had this rich
- neighbor named Xerox ... I broke into his house to steal the TV set
- and found out that [Jobs] had already stolen it.”
- </p>
- <p>
- The rampant copying fueling the explosive growth of consumer
- computers meant that by 1990, the desktop user interface was
- ubiquitous; it was impossible to determine who originated any part
- of it, or who copied who. The quest to stake their claim nearly
- consumed Apple. But when they emerged, they had learned a thing or
- two. Today, Apple holds more than 2,300 design patents.
- </p>
- </div>
- <div class="l--grid-wide">
- <figure>
- <img loading="lazy" src="https://d33wubrfki0l68.cloudfront.net/c6e3a601fe1273b3e15343f0d9bf3e0505307772/032f8/images/copying-5.jpg" alt="Apple's design patent for a device with rounded corners">
- <figcaption class="t--align-center">
- Apple's design patent for a device with rounded corners
- </figcaption>
- </figure>
- </div>
- <div class="l--grid-narrow post">
- <p>
- This story ends in 2011, with Apple suing Samsung for copying the
- design of its software and hardware products. One of the most
- remarkable claims: Samsung broke the law when it sold “a rectangular
- product with four evenly rounded corners.”
- </p>
- <p>
- The court rejected Apple’s claim to own rounded rectangles. But it
- upheld the other claims, fining Samsung a blistering $539 million
- for patent violations.
- </p>
- <p>
- Designers copy. We steal like great artists. But when we see a copy
- of our work, we’re livid. Jobs, on Google’s Android: “I will spend
- my last dying breath if I need to, and I will spend every penny of
- Apple’s $40 billion in the bank, to right this wrong. I’m going to
- destroy Android, because it’s a stolen product.”
- </p>
- <p>
- Steve Jobs was unmatched in his visionary dedication to innovation.
- But he never came to terms with the inevitability of copying.
- </p>
- <p class="copying--chapter">III</p>
- <p>
- <strong class="t--transform-uppercase">John Carmack had </strong>a
- different relationship with copying. For him, copying was a way to
- learn, a challenge to overcome, and a source of new ideas.
- </p>
- <p>
- Carmack was — still is — a brilliant coder. He’s best known for
- programming the ultraviolent and action-packed first-person shooters
- <em>Doom</em> and <em>Quake</em>. Those games pushed the limits of
- consumer computers and defined a genre. But his first real
- breakthrough game was simpler, cuter, more whimsical. It was called
- <em>Commander Keen</em>.
- </p>
- <p>
- Growing up in the early ’90s, I loved <em>Commander Keen</em>. It’s
- a goofy adventure game; you guide an eight-year-old boy wearing a
- football helmet and red Converses through alien planets, collecting
- candy bars and zapping monsters with a ray gun.
- </p>
- <p>
- <em>Keen</em> began life as a copy of another of my favorite games:
- <em>Super Mario Bros. 3</em>.
- </p>
- <p>
- Before <em>Keen</em>, Carmack was working for a subscription
- software company called Softdisk. Carmack and the other programmers
- at Softdisk churned out these games at a prodigious rate: today,
- blockbuster games can take more than five years to create;
- Softdisk produced a brand-new full-length game every single month.
- </p>
- <p>
- In September 1990, Carmack decided that for his next game, he’d try
- to tackle a new and daunting challenge: scrolling. At the time, only
- consoles like the Nintendo had enough computing power to smoothly
- scroll scenery, characters, and enemies. The PCs were stuck to
- simple one-screen-at-a-time games. But if Carmack was going to sell
- millions of games like Nintendo had with <em>Super Mario Bros.</em>,
- he needed to figure out how to recreate the effect.
- </p>
- <p>
- So, on September 19, 1990, Carmack and another developer named Tom
- Hall decided to reverse-engineer the first level of
- <em> Super Mario Bros. 3</em>. Working through the night, Carmack
- coaxed his PC into scrolling and animating the world of
- <em>Super Mario</em>; Hall jumped back and forth between a TV screen
- and his computer, playing the Nintendo version, pausing to copy the
- images pixel-for-pixel.
- </p>
- </div>
- <div class="l--grid-push-right">
- <figure class="l--flex">
- <div class="l--flex-half">
- <img loading="lazy" src="https://d33wubrfki0l68.cloudfront.net/c96ef863000c95ef229c6623f607f443a0188b7e/5e461/images/copying-6.jpg" alt="Super Mario Bros. 3">
- <figcaption>Super Mario Bros. 3<br>© Nintendo</figcaption>
- </div>
- <div class="l--flex-half">
- <img loading="lazy" src="https://d33wubrfki0l68.cloudfront.net/863a8ab20376613b64817d0347bb5aa2d62dfcf6/53f49/images/copying-7.jpg" alt="John Carmack's unlicensed PC port of Super Mario Bros. 3">
- <figcaption>
- John Carmack's unlicensed PC port of Super Mario Bros. 3<br>
- </figcaption>
- </div>
- </figure>
- </div>
- <div class="l--grid-narrow post">
- <p>
- The next day, their coworkers were floored. Nobody had ever seen a
- PC game work like this. John Romero, Carmack’s closest colleague and
- future collaborator on <em>Doom</em> and <em>Quake</em>, called it
- “the fucking coolest thing on the planet.”
- He insisted that they keep copying until they had finished an exact
- replica of the full game. They were going to send it to Nintendo.
- </p>
- <hr class="copying--divider">
- <p>
- Unfortunately for Carmack and his team, Nintendo wasn’t interested
- in a PC version of <em>Super Mario</em> (their console version was
- doing just fine, thank you very much).
- </p>
- <p>
- Disappointed, but not defeated, they resolved to build a better
- version of Mario. Starting with Carmack’s code for scrolling and
- animating the screen, the coders — calling themselves Ideas from the
- Deep, keeping the game a secret from their day jobs at Softdisk —
- put their <em>Super Mario</em> copy through a complete
- metamorphosis. In place of Mario, it starred eight-year-old Billy
- Blaze. Instead of turtles and mushrooms, the enemies were aliens
- called Yorps. Instead of eating a mushroom to jump higher, Billy
- Blaze hopped on a pogo stick.
- </p>
- <figure>
- <img loading="lazy" src="https://d33wubrfki0l68.cloudfront.net/3915b2dcbfbf91aa3eeb376a535ae09db487d215/e87d5/images/copying-8.jpg" alt="Commander Keen in Invasion of the Vorticons">
- <figcaption>
- <em>Commander Keen in Invasion of the Vorticons</em><br>©3D
- Realms
- </figcaption>
- </figure>
- <p>
- The debut <em>Commander Keen</em> game,
- <em>Commander Keen in Invasion of the Vorticons</em>, was a huge
- success. More than 50,000 copies were sold, making <em>Keen</em> one
- of the best-selling PC games of its time.
- </p>
- <p>
- Unlike Steve Jobs, John Carmack never changed his mind about
- copying. When his boss at Softdisk suggested that they patent
- Carmack’s PC scrolling technique, Carmack reeled. “If you ever ask
- me to patent anything,” he said, “I’ll quit.”
- </p>
- <hr class="copying--divider">
- <p>
- In a 2005 forum post, John Carmack explained his thoughts on
- patents. While patents are framed as protecting inventors, he wrote,
- that’s seldom how they’re used. Smart programmers working on hard
- problems tend to come up with the same solutions. If any one of
- those programmers patents their solution, the rest are screwed.
- </p>
- <p>
- He concluded: “I’ll have no part of it. Its [sic] basically mugging
- someone.”
- </p>
- <p>
- In his games after <em>Keen</em>, Carmack would go beyond simply
- refusing to patent his inventions. He would release the source code
- to the biggest games of the ’90s, <em>Wolfenstein 3D</em>,
- <em>Doom</em>, and <em>Quake</em>. Everyone is free to download,
- modify, or copy them.
- </p>
- <p class="copying--chapter">IV</p>
- <p>
- <strong class="t--transform-uppercase">It’s one thing to copy.</strong>
- It’s another to encourage others to copy from you. Richard Stallman
- went even further — he made copying a right.
- </p>
- <p>
- In 1983, Richard Stallman wanted to build a new operating system. At
- the time, Unix was the most popular and influential operating
- system, but it was expensive to license. Commercial licenses cost
- $20,000 — that’s $52,028 in 2020 money.
- And Unix was closed-source.
- </p>
- <p>
- So on September 27, 1983, he wrote this message on the Unix Wizards
- message board:
- </p>
- <blockquote class="t--family-mono">
- Free Unix!<br><br>
- Starting this Thanksgiving I am going to write a complete
- Unix-compatible software system called GNU (for Gnu's Not Unix), and
- give it away free to everyone who can use it. Contributions of time,
- money, programs and equipment are greatly needed.
- </blockquote>
- <p>
- That Stallman would write software and give it to others to use, for
- free, was a radical notion. To drive the point home, Stallman wrote
- a manifesto, defining the idea of
- <strong>free software</strong> (“Free software is software that
- users have the freedom to distribute and change.”) The manifesto kicked off the free software movement.
- </p>
- <p>
- The enduring innovation of Stallman’s movement was how he and his
- co-conspirators used software licenses. They flipped traditional
- licensing on its head: instead of prohibiting the copying or
- distribution of the software, a free software license guarantees the
- right of people to use, modify, distribute, and learn from its code.
- </p>
- </div>
- <p class="l--grid-push-left">
- <figure class="copying--quote">
- Instead of prohibiting the copying or distribution of the software,
- a free software license guarantees the right of people to use,
- modify, distribute, and learn from its code.
- </figure>
- </p>
- <div class="l--grid-narrow post">
- <p>
- New kinds of software licenses weren’t the only product of the free
- software movement. Ideological offshoots quickly spun out into new
- groups, like the <strong>open-source software</strong> movement.
- While Stallman’s free software faction was centered around a small
- group of hard-line progressive coders, the open-source movement was
- broad and inclusive, abandoning some of Stallman’s more political
- language to spread farther and find new audiences.
- </p>
- <p>
- Permissive licensing and distributed source control form the engine
- of modern software development. They create a feedback loop, or a
- symbiotic pair, or a living organism, or maybe even a virus: the
- tools that software developers use are themselves products of the
- open-source philosophy. Free and open-source code replicates itself,
- mutates, and spreads instantly across the world.
- </p>
- <hr class="copying--divider">
- <p>
- The free and open-source software movements (sometimes combined into
- a single acronym, FOSS) were echoed by another revolution in how
- creative works are licensed. In 2001, Lawrence Lessig, Hal Abelson,
- and Eric Eldred started Creative Commons, a non-profit and
- international network dedicated to enabling the sharing and reuse of
- “creativity and knowledge through the provision of free legal
- tools.”
- </p>
- <p>
- Nearly 20 years later, nearly half of a million images on Flickr
- have Creative Commons (or CC) licenses. Wikipedia uses CC licenses
- on all its photos and art. MIT provides more than 2,400 courses
- online for free under Creative Commons licenses. Countless millions
- of creative works have benefited from the open-source approach to
- licenses and permissions.
- </p>
- </div>
- <div class="l--grid-narrow">
- <figure>
- <img loading="lazy" src="https://d33wubrfki0l68.cloudfront.net/a19baf08ad09c7e052d4064ed8cbead32c5a1a70/89826/images/copying-9.jpg" alt="An image of a feedback loop from Flickr's Creative Commons archive">
- <figcaption>
- An image of a feedback loop from Flickr's Creative Commons
- archive
- </figcaption>
- </figure>
- </div>
- <div class="l--grid-narrow post">
- <p>
- A decade ago, the open-source movement came to design. Michael Cho
- created
- <a href="https://unsplash.com/" target="_blank" rel="noopener">Unsplash</a>
- in 2013 to share a few photographs he thought might be useful to
- designers at startups; as of September 2020, Unsplash hosts
- 2,147,579 photos, and all-time photo downloads are well over 2
- billion.
- Pablo Stanley recently released
- <a href="https://www.humaaans.com/" target="_blank" rel="noopener">Humaaans</a>, a collection of Creative Commons-licensed designs that can be
- re-assembled into editorial graphics.
- <a href="https://feathericons.com/" target="_blank" rel="noopener">Feather icons</a>,
- <a href="https://heroicons.dev/" target="_blank" rel="noopener">Heroicons</a>, and
- <a href="https://icons.getbootstrap.com/" target="_blank" rel="noopener">Bootstrap Icons</a>
- are all open-source and free-to-use collections of UI icons, used by
- designers to build websites and applications.
- </p>
- <p>
- Meanwhile, the explosion of open-source design resources has been
- bolstered by a new class of tools for sharing and collaborating on
- design.
- <a href="https://www.abstract.com/" target="_blank" rel="noopener">Abstract</a>
- is a version-control system for design that promises “collaboration
- without the chaos.” With Abstract, many designers can contribute to
- a single file, without worrying about overwriting each other's
- changes or always needing to download the latest versions. Figma,
- too, has just launched
- <a href="https://www.figma.com/community" target="_blank" rel="noopener">its community feature</a>
- , allowing designers to publish files and download each other’s
- projects. It’s not hard to imagine how this will evolve into a
- designer’s version of
- <a href="https://github.com" target="_blank" rel="noopener">GitHub</a>
- in the near future. Other design tools have followed suit: both
- Sketch and Framer have launched community content hubs, laying the
- groundwork for distributed source control.
- </p>
- <p>
- Copying is fundamental to design, just as it is to software. The
- rise of permissive licenses and version control tools makes it seem
- like copying is a new idea, an innovative approach in an industry
- that thrives on novelty. But the truth is, copying has informed art
- and industry for thousands of years.
- </p>
- <p class="copying--chapter">V</p>
- <p>
- In China, there are many concepts of a copy, each with distinct
- subtext. Fangzhipin (仿製品) are copies that are obviously different
- from the original — like small souvenir models of a statue. Fuzhipin
- (複製品) are exact, life-size reproductions of the original.
- Fuzhipin are just as valuable as originals, and have no negative
- stigma.
- </p>
- <p>
- In 1974, local farmers in the Xi’an region of China unearthed
- life-sized sculptures of soldiers made of terra cotta clay. When
- Chinese archeologists came to investigate the site, they uncovered
- figure after figure, including horses and chariots, all exquisitely
- detailed. All told, there were more than 8,000 terra cotta soldiers.
- They were dated to 210 BCE.
- </p>
- <figure>
- <img loading="lazy" src="https://d33wubrfki0l68.cloudfront.net/67da4e33e9db15e360d0cd212926b8aa5e09d757/b06c3/images/copying-10.jpg" alt="Terracotta warriors, Xi'an city">
- <figcaption>Terracotta warriors, Xi'an city</figcaption>
- </figure>
- <p>
- The terracotta warriors instantly became cultural treasures. A
- museum was built on the site of the excavation, but many of the
- statues were also exhibited in traveling shows. Hundreds of
- thousands of museumgoers all over the world lined up in galleries to
- see the soldiers.
- </p>
- <p>
- Then, in 2007, a revelation rocked the Museum für Völkerkunde in
- Hamburg, Germany: some of the terracotta warriors it had on display
- were not the originals that had been discovered in the field in
- Xi’an. They were copies.
- </p>
- <p>
- The Museum für Völkerkunde’s director became a pariah: “We have come
- to the conclusion that there is no other option than to close the
- exhibition completely, in order to maintain the museum’s good
- reputation.” The museum issued refunds to visitors. The event kicked
- off a rash of geopolitical finger-pointing: German officials cried
- foul, saying they were duped; Chinese officials washed their hands,
- since they never claimed the statues were originals to begin with.
- </p>
- <p>
- The statues in the Hamburg museum were fuzhipin, exact copies. They
- were equivalent to the originals. After all, the originals were
- themselves products of mass manufacturing, made with modules and
- components cast from molds. Almost as soon as the terracotta
- warriors were discovered, Chinese artisans began producing replicas,
- continuing the work that had started more than 2,000 years
- before.
- </p>
- <hr class="copying--divider">
- <p>
- It’s easy to attribute this approach to copying as a cultural
- curiosity, an aberration particular to China. But copying was just
- as vital to Western artists.
- </p>
- <p>
- Japanese art was one of the main sources of inspiration for Vincent
- van Gogh, himself one of the most influential European painters of
- the 19th century, if not of all time. Van Gogh was fascinated by the
- woodblock prints of artists like Hiroshige: stylized and vivid, they
- captured dramatic moments within compelling stories.
- </p>
- <p>
- Van Gogh’s interest went beyond inspiration. To study the techniques
- mastered by Japanese artists, he copied prints by Keisei Eisen and
- Utagawa Hiroshige. He tried to replicate their bold lines, their
- energetic compositions, and their strong colors. For his copy of
- Eisen’s A courtesan, van Gogh started by tracing the outline of the
- courtesan’s figure directly from the May 1886 edition of Paris
- Illustré. For Flowering Plum Tree and The Bridge in the Rain, both
- copies of Hiroshige prints, he added borders of Japanese calligraphy
- he had seen on other prints.
- </p>
- </div>
- <div class="l--grid-push-right">
- <figure class="l--flex">
- <div class="l--flex-half">
- <img loading="lazy" src="https://d33wubrfki0l68.cloudfront.net/6a6a1d3bacb2409aee732c112317ab78697b83ff/ba1c6/images/copying-11.jpg" alt="Sudden Shower over Shin-Ōhashi bridge and Atake (1857) by Hiroshige">
- <figcaption>
- <em>Sudden Shower over Shin-Ōhashi bridge and Atake</em>
- (1857) by Hiroshige
- </figcaption>
- </div>
- <div class="l--flex-half">
- <img loading="lazy" src="https://d33wubrfki0l68.cloudfront.net/abe088ff554219cdb7d1562a5a54a91c586e2bba/be71d/images/copying-12.jpg" alt="The Bridge in the Rain (after Hiroshige) (1887) by Vincent Van Gogh">
- <figcaption>
- <em>The Bridge in the Rain (after Hiroshige)</em> (1887) by
- Vincent Van Gogh
- </figcaption>
- </div>
- </figure>
- </div>
- <div class="l--grid-narrow post">
- <p>
- His practice with Japanese styles provided a crucial breakthrough.
- Van Gogh began to flatten landscapes. He outlined his subjects in
- bold black strokes. He painted with eye-watering colors. His
- interpretations of reality lit the art world on fire, influencing
- artists and designers to this day.
- </p>
- <p>
- By copying directly from Japanese artists, van Gogh’s works became
- what we know today.
- </p>
- <p>
- He was clear about this influence. In a letter to his brother Theo,
- he wrote: “All my work is based to some extent on Japanese art.”
- </p>
- <hr class="copying--divider">
- <p>
- There’s another word in Chinese for a copy: shanzhai (山寨). It’s
- translated to English as “fake,” but as with most Chinese words, the
- translation is lacking. Shanzhai literally means “mountain
- stronghold;” the word is a neologism, a recent invention, inspired
- by a famous novel in which the protagonists hide in a mountain
- stronghold to fight against a corrupt regime. Shanzhai products are
- playful, drawing attention to the fact that they aren’t original,
- putting their makers’ creativity on display.
- </p>
- <p>
- Take the popular shanzhai novel
- <em>Harry Potter and the Porcelain Doll</em>; in it, Harry goes to
- China to stop Voldemort and Voldemort’s Chinese counterpart. It
- doesn’t pretend to be an original. It plays on its fake-ness: Harry
- speaks Chinese fluently, but he has trouble eating with chopsticks.
- </p>
- <p>
- It’s easy to think of shanzhai as a Chinese quirk, but there are
- parallels in Western culture. One in particular, is a staple of the
- design community: the unsolicited redesign.
- </p>
- <p>
- An unsolicited redesign demonstrates a designer’s ideas for how a
- well-known website or app could be improved. They range from
- single-screen aesthetic tweaks (like
- <a href="https://dribbble.com/shots/13154163-Instafresh" target="_blank" rel="noopener">this take on Instagram</a>) to in-depth case studies in UX, IA, and content design (like
- <a href="https://blog.prototypr.io/gmail-an-unsolicited-redesign-1-2b244886eef8" target="_blank" rel="noopener">this redesign of Gmail’s mobile app</a>).
- </p>
- <p>
- Unsolicited redesigns copy the visual elements of the original as a
- starting point, then transform those elements to produce something
- new. Like van Gogh tracing Eisen, designers can pick up new
- techniques and approaches just by copying. But when a designer riffs
- on the original, they can create something new and inspiring.
- </p>
- <p>
- The design community has a complicated relationship with unsolicited
- redesigns. On the one hand, they’re the mainstay of talented young
- designers looking to demonstrate their ability to think critically
- about design and apply their skills. Companies have used the
- unsolicited redesign to position themselves as leaders: in 2003,
- 37signals (creator of the popular project management tool Basecamp)
- created redesigns of PayPal, Google, and FedEx to critical acclaim:
- their redesign of an online car dashboard “could do for cars what
- TiVo did for television,” Jason Kottke proclaimed.
- </p>
- <p>
- In rare cases, unsolicited redesigns turn into solicited ones. In
- 2018, Adam Fisher-Cox published a redesign of the digital signage of
- the AirTrain system at John F. Kennedy International Airport. The
- agency overseeing AirTrain saw the redesign and hired Fisher-Cox to
- implement it.
- </p>
- </div>
- <div class="l--grid-wide">
- <figure>
- <div class="l--flex">
- <div class="l--flex-half">
- <img loading="lazy" src="https://d33wubrfki0l68.cloudfront.net/6d01670fb1837936a4144c089965129891fe8d72/24ae4/images/copying-13.jpg" alt="The old signage for JFK's AirTrain">
- <figcaption>The old signage for JFK's AirTrain</figcaption>
- </div>
- <div class="l--flex-half">
- <img loading="lazy" src="https://d33wubrfki0l68.cloudfront.net/aea3c4615e8e7da46ad389562cfc0c3151a70e74/9f2fd/images/copying-14.jpg" alt="The beginning of Adam's redesign, copying directly from the existing signage">
- <figcaption>
- The beginning of the redesign, copying directly from the
- existing signage
- </figcaption>
- </div>
- </div>
- <div class="l--flex">
- <div>
- <img loading="lazy" src="https://d33wubrfki0l68.cloudfront.net/4b78ae72718afd062c56551468d4cc3ab3e61f3a/8d4e6/images/copying-15.jpg" alt="The final redesign comissioned by the agency in charge of AirTrain">
- <figcaption>
- The final redesign comissioned by the agency in charge
- of AirTrain. All images courtesy
- <a href="https://adamfishercox.com/portfolio/airtrain-arrival-signs/">Adam Fisher-Cox.</a>
- </figcaption>
- </div>
- </div>
- </figure>
- </div>
- <div class="l--grid-narrow post">
- <p>
- On the other hand, unsolicited redesigns are often looked down on.
- In a 2013 essay titled “Keep Your Unsolicited Redesign to
- Yourself,”
- Eric Karjaluoto argued that without acknowledging the constraints
- and incentives that guided an original design, the redesign is
- “utter fluff.” Those working on unsolicited redesigns “should know
- better than to waste their time.” There are countless other
- invectives against unsolicited redesign across the internet of
- design blogs.
- </p>
- <p>
- In 2011,
- <a href="https://web.archive.org/web/20111208041110/https://andyrutledge.com/news-redux.php" target="_blank" rel="noopener">Andy Rutledge’s unsolicited redesign of <em>The New York Times</em></a>
- drew the attention of design pundits in countless blog posts and
- tweets.
- But if they disagreed with Rutledge’s conclusions, many defended his
- approach. “Sometimes we need to go crazy and mock up stuff that
- can’t absolutely work in its pure form,” wrote Stijn Debrouwere,
- because “a full-on rethink might be what we need to move
- forward.”
- Even Khoi Vinh, previous design director for the Times, supported
- the practice: “Unsolicited redesigns are terrific and fun and
- useful, and I hope designers never stop doing them.”
- </p>
- <p>
- The shanzhai approach of copying — to learn, to invent, to comment,
- to make a statement — is just at home in the West as it is in China.
- </p>
- <p class="copying--chapter">VI</p>
- <p>
- Copying can be instructive, challenging, devious, or revolutionary.
- To me, copying is fun.
- </p>
- <p>
- When I was young, I liked to trace. My mom would buy me tracing
- paper, and I’d copy comic book characters line for line. Pulling the
- paper back from the original was a rush. I drew this! With my hand!
- Sure, it was a copy, but once I signed my name in the corner, it was
- my copy.
- </p>
- <p>
- These days, there’s automatic copy protection on just about
- everything. You can’t easily pirate Netflix streams, copy Kindle
- books, or torrent Adobe Creative Cloud. But designs are different.
- To copy a design, all you need is tracing paper.
- </p>
- <p>
- In fact, you don’t even have to draw. Pull out your phone, take a
- picture, and save it to your Pinterest board. You can use a color
- picker to extract the exact shade from the design, use a physical or
- digital measuring tool to get the pixel-perfect dimensions, and use
- <a href="https://www.myfonts.com/WhatTheFont/" target="_blank" rel="noopener">WhatTheFont</a>
- to learn the typefaces in the design.
- </p>
- <p>
- If you’re looking at a website, you can just click “view source” and
- see all the design decisions laid out in granular detail. That’s
- exactly how I went from tracing comic books to being a designer: I
- copied designs from websites I liked and pasted them onto my Xanga
- blog.
- </p>
- <p>I copied because I could.</p>
- <p>
- In my first design job, I copied relentlessly. I had created a music
- magazine with friends and tried to recreate the layouts I saw in my
- favorite mags. Wired was a constant source of inspiration: I
- obsessed over their typography. When I figured out that they were
- using Joshua Darden’s Freight Micro, I switched our magazine to use
- it, too.
- </p>
- <p>
- Copying helped me develop as a designer without needing to go to
- design school. For lots of people too young for college-level design
- programs, or without the means to attend these schools or bootcamps,
- copying serves the same function.
- </p>
- <p>
- And then, when folks like me wind up in a career in design, we find
- that copying is still useful. I eyedropper colors from Apple’s
- marketing websites. I start my color palettes from Google’s Material
- Design examples. I screenshot and recreate components from
- Facebook’s new redesign.
- </p>
- <p>
- I don’t fancy myself to be the van Gogh of design, to be anywhere on
- the level of Stallman or Carmack in my approach to copying,
- possessing even one-one-hundredth of Steve Jobs’ ability to steal
- artfully, or to be in any way comparable to Charles or Ray Eames.
- But I can certainly copy all of their work. I can copy their
- mindset, their process, and their designs.
- </p>
- <p>
- I can make cheap, small-scale facsimiles, fangzhipin, to demonstrate
- some quality of the original. I can make exact replicas,
- pixel-perfect fuzhipin, to learn how the originals and their
- creators work. Or I can create shanzhai, unsolicited redesigns,
- commenting and riffing on the work of others. All these copies have
- an important role to play in the process of design.
- </p>
- <p>
- Whether you believe that it’s worthwhile or worthless to copy,
- whether you think that copies are a valuable part of the design
- community or a scourge, you are using software, hardware, websites
- and apps that all owe their existence to copying.
- </p>
- <p>As long as there is design, there will be copying.</p>
- <hr>
- </div>
-
-
- </div>
- </article>
-
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