Are we artists or designers?
Artists vs designers — it’s a question we’ve been asked at every client meeting, award jury, and late-night studio argument since 2004. The honest answer is neither, or both, depending on what the brief demands. What we’ve learned after 81 logos and 80+ awarded projects is that the real distinction isn’t about medium or ego — it’s about intent and accountability.
One of the longest debates out there. Are designers artists? Well, no, we are not. Let me explain from a different perspective why not.
“Design solves problems; art creates them” is a great quote about how we approach things. Each of the disciplines has its own direction. Designers have a strict, limited, and focused direction for what to design; the artist is free to create whatever he feels.
When I wrote, “Problem-solving is science, design is a craft, and creativity is an art form,” I tried to define how we solve problems. You need to act freely if you are trying to come up with a creative solution, but only the craft will create the final solution within the limits of the research phase (problem-solving).
Art will always stay free and without limits; that is the reason we all respect artists, because it is so hard to create without limitations (the brief). Design is a craft; we act exactly like all other craftsmen, and our power is in our skills and way of thinking. That’s hard enough; we don’t want that artist’s mind to interfere with our skills.
Artists vs Designers: Why Intent Is the Only Honest Answer
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You thought it would hold.
Brand consistency breakdown rarely announces itself. It arrives as a slightly wrong typeface, a colour that's close but not right, a logo scaled by someone who didn't know why the padding existed. We've spent two decades watching brands we built with precision quietly come apart — not through malice, but through the ordinary entropy of handoff.
Why Making by Hand Still Matters in the Age of AI
Making by hand isn't a romantic habit we've held onto — it's the part of our process where the actual decisions happen. Before any screen gets involved, we draw, we cut, we test with our fingers. That physical resistance is where making by hand produces something AI can't replicate: a choice made under uncertainty, not optimised from existing data.
To all the misfits who jumped to freelancing
Freelance designer struggles don't announce themselves. One month you're euphoric about escaping the agency; six months later you're chasing an invoice at midnight and questioning every career decision you've ever made. We've seen this arc enough times — from our studio in Ljubljana, across two decades of watching good designers disappear into bad freelance situations — to say something honest about it.
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.
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.
Deadlines
Design project deadlines are not the enemy of good work — they are the condition that makes good work possible. We've delivered over 128 projects across two decades, and the deadline has never once been optional. What changes is how seriously you treat it as a design constraint rather than an administrative inconvenience.
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.
Definition of a brand
Definition of a brand is where most projects quietly fail — not in execution, but in understanding. A brand is not a logo, not a palette, not a tagline. It is the gap between what a company says it is and what people actually believe. We've spent twenty years closing that gap, and the distance is rarely where clients expect it to be.