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How NOT to Design a Project in Four Steps




Do you often find yourself spending countless hours on a project only to realize that it doesn't quite make sense? Are you struggling to come up with original designs and instead falling back on tried and true ideas? As a young designer, you're not alone in these common mistakes. But don't worry, in this article, we'll explore four of the most common design pitfalls and provide valuable tips on how to avoid them. Whether you're working in architectural design, graphic design, or any other creative field, these tips are applicable and will help you become a more effective and efficient designer.


Step 1: Finding a Random Project

The first step in how NOT to design a project is to find a random project that you like. This may seem like a good idea, but without proper analysis, it can lead to a project that doesn't fit the exact needs and requirements it will be built for. Instead of randomly selecting a project, start by understanding your own project's scale, context, and needs. Be aware of every input about your project, and once you grasp it correctly, it's now time to procrastinate and surf the internet for inspiring projects that fit your inputs. This will help you to find ideas and solutions that are more tailored to your specific project, ensuring a better fit for its intended purpose.




Step 2: Duplicating the Idea

Once you find a project you like, it's easy to duplicate the idea without analyzing what it was done for. This can lead to a project that lacks originality and may not meet the specific requirements of the project. However, it's important to note that any idea we find and analyze needs to be tested, developed, and manipulated to fit our project's unique needs. This may involve combining two or


more ideas or making significant modifications to an existing idea to make it functional for our project. Ultimately, the goal is to create a solution that is both innovative and tailored to our specific project requirements.


Step 3: Ignoring Red Flags

As you move forward with your project, it's not uncommon to start noticing all the things that could potentially go wrong. However, ignoring these red flags and continuing on with the project can result in costly mistakes and a design that doesn't make sense.

It's important to embrace failure and not lose hope. solution rarely comes on the first try. It takes time, effort, and patience to create something truly great.





Step 4: Wasting Time

After ignoring the red flags and continuing with the project, congratulations, you've wasted too much time. Now, you're left with a project that doesn't meet the necessary requirements. Once you realize that you are now facing a deadline and it's too late to make everything right, this should be a wake-up call to make you reconsider your process.

Don't be discouraged, though. Failure is a natural part of the creative process, and it's never too late to reassess and come up with a new plan. The important thing is to learn from your mistakes and figure out what went wrong so that you can avoid making the same mistakes in the future. Use the experience as a lesson and as an opportunity to grow and improve your skills. Remember, a successful project isn't just about meeting the deadline, but also about creating something that meets the necessary requirements and is functional for the intended purpose.


In conclusion, avoiding these four common design pitfalls will help you become a more effective and efficient designer. By taking the time to properly analyze and understand your project's needs and context, finding tailored inspiration, testing and developing ideas, and acknowledging and learning from mistakes, you can create innovative and functional designs that meet the necessary requirements. Remember, the creative process involves taking risks, embracing failure, and continuously reassessing and improving your approach. With these tips in mind, you can take your designs to the next level and stand out as a successful designer.


"The best way to predict the future is to design it." - Buckminster Fuller


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