First You Learn Than You Earn
The learning curve of a designer is long—perhaps endless. And that is the beauty of it. Every project is a labyrinth of exploration, tests, iterations, trial, and error. Each one teaches something new. Each one changes the way you see.
Designer learning process isn’t a phase — it’s the foundation everything else is built on. We spent years in Ljubljana studios understanding materials, systems, and failure before a single award or client brief justified the time. The designer learning process, done honestly, is what separates work that holds from work that merely sells.
You learn to see with all your senses. And that is why mastering tools alone will never make you a designer. What makes you a designer is your ability to observe, to absorb, and to learn from everything around you. Therefore, the most important tool you will ever master is yourself. Because design is not a skill you own. It is a decision you learn to make.
First you learn.
Then you earn.
Why the Designer Learning Process Comes Before Any Real Earn
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Process
Design process methodology, as we practice it, is not a straight line from brief to delivery. It loops — deliberately, productively, sometimes uncomfortably. That looping is where the real work happens, and understanding our design process methodology is the clearest way to know whether we're the right studio for what you're building.
Ljubljana to do
Ljubljana to-do lists are usually the same – the castle, the market, Plečnik. We have been designing in this city since 2004 and we see it differently: through the facades, the typography on the windows, the details that the tourist guide doesn't mention. This guide is Ljubljana to-do for those who observe.
Ai killed the lorem ipsum
AI killed lorem ipsum quietly, somewhere between the first GPT prompt and the moment clients started sending actual copy on day one. We noticed it not as a loss but as a correction — design built around real words is harder, more honest, and significantly better. That's the shift AI killed lorem ipsum protecting us from confronting for decades.
Art is Provocation: Raising Questions, without Giving Answers
Art is provocation — and that alone makes it fundamentally different from design. Where design resolves, art destabilises. We've spent two decades navigating that tension, and art is provocation precisely because it refuses the comfort of conclusions.
Know Your Duty, Poet
It doesn't matter how much I design, win, or fail. There is always the possibility that I could have somehow made more. Pushed myself further. Finished that personal project. Made more art. Helped more brands.
There Is Only One Right Way to Publicly Commission Design
Public design commissioning is not a matter of preference — there is a right way and everything else. We've worked through enough flawed briefs, misaligned procurement structures, and well-meaning but broken processes to know exactly where the public commissioning of design goes wrong, and what it looks like when it doesn't.
Self-Doubt in the Design Process – It Means You’re Halfway There
Self-doubt in the design process is not the problem — ignoring it is. We've watched it surface in almost every serious project we've taken on over two decades, and we've stopped trying to push past it. Designer self-doubt, when you learn to sit with it, is usually the clearest signal that the work is getting close to something real.
What is a good design
Good design principles are easier to list than to apply — and most lists get it wrong. We've spent twenty years testing what actually holds under pressure: across 81 logos, 128 projects, and judging rooms where good design either survives scrutiny or quietly doesn't. What makes design work isn't a checklist. It's a set of decisions that age well, communicate without effort, and resist the urge to explain themselves.