[ubuntu-art] On the day it reverted...
Toby Smithe
toby.smithe at gmail.com
Fri Oct 13 07:05:41 BST 2006
You explained this very well, and I think I've got over the original
shock, and understand the decision.
On Thu, 2006-10-12 at 20:28 -0700, Troy James Sobotka wrote:
> As someone who just got home to a plethora of email
> in my incoming box and my mailing list box, I think
> I should at least offer my vantage on this whole
> process and outcome. I designed those bits that were
> in Edgy. For what it is worth, I will attempt to address
> the issues I have read thus far.
>
> On Thu, 2006-12-10 at 17:46 +0100, Mark Shuttleworth wrote:
> > Reverting to Dapper would not be a great outcome - but it would be
> > preferable to shipping with artwork that does not meet our standards.
> > We've invested a huge amount of time and effort in the Edgy art
> > community process, and thus far we don't have a final set of images
> > that IMO cut the mustard.
>
> Ultimately, the "our standards" should be more spoken
> as sab's. We knew this going in, and we know it going
> out.
>
> With artwork, you can _never_ please everyone. In fact,
> it is much like politics -- you hope for a rough percentage
> and run with the ball on it. Ultimately, Ubuntu is different
> from politics. There is _one_ person who needs to be
> happy, and that is sabdfl. Whether you like it or not,
> he wasn't, and the _only_ choice left was to revert as
> he did not find any of the work up to his standards.
>
> The following hopefully explains this in full, from the
> vantage of someone who participated from the onset.
>
> First, I became active in this because of the clear
> and problematic design issues present in Ubuntu,
> namely:
> 1) Lack of a cohesive palette, motif, design keyword
> communication. Compare the GDM to the logon splash
> to the wallpaper and hopefully this is clear. If
> it isn't, perhaps someone could explain better than
> myself.
> 2) Lack of consistency as a byproduct of number
> one above.
>
> To draw an analogy, it was much like having several
> discreet pieces of clothing that all would work fine
> alone, but when put together failed to offer any
> sort of cohesion.
>
> At the beginning of the process, there was an attempt
> to lay out a formal design pattern -- moulded after
> a pretty standard "target" "brainstorm" "create" "refine"
> "implement" pattern. It was located here:
> https://wiki.ubuntu.com/Artwork/Specs/EdgyArtworkPlan/
>
> The whole point of the entire process was to have
> clear and visible checkpoints for 'client' interaction
> and steering -- gradually diminishing options and
> working towards a directed goal.
>
> Unfortunately, _all_ of the checkpoints were rather
> underutilized. This was probably the byproduct of
> sab's massively busy schedule. He is a pretty busy
> guy with this tidal wave called Ubuntu...
>
> This left Frank Schoep, our Artist in Chief, on his own
> to do the filtering and refining. He did a _truly_
> amazing job trying to juggle all of the development
> issues and artwork aspects, and, despite the outcome,
> has proved himself a very valuable asset to the
> Ubuntu project, imho.
>
> Certain looser design criteria were made clear
> (read the specifications for further information),
> and development proceeded as best as possible given
> the instructions.
>
> Unfortunately, there was zero result to develop
> a palette from the "ponder / brainstorm." There
> were zero motifs granted. Etc. This led to a very
> difficult design phase. Frank had to hobble along.
>
> Jump to freeze times. Perhaps because artwork has not
> been treated in a development fashion before, when the time
> came to freeze elements, Frank had to use his judgement
> and rolled with what he felt were the best options
> laid out before him. Enter the newer Edgy work.
>
> Bear in mind that at this point, Ubuntu is NOT like the
> other *buntu's. Ubuntu is under STRICT watch by sab
> himself -- and hopefully we can all appreciate that.
> Ubuntu's success thus far has probably largely been
> because of his vision.
>
> What became clearer fact was what the goal of the
> effort was. Fundamentally, there should have been
> more mimesis on the part of the team, as opposed to
> believing that there was room for design beyond the
> 6.06 work. If you follow the current product of the
> conference calling between himself and a few others,
> you will quickly see what his ideas for change were.
>
> Unfortunately, we failed to locate these changes at
> the onset.
>
> On Thu, 2006-12-10 at 19:12 +0100, Mark Shuttleworth wrote:
> > If you read that document (have you?) you'll see that the art team
> > leads explicitly set their own, personalised deadlines that are in
> > sync with those of the distro. It's not /the same/ it's an appropriate
> > set of deadlines that were a good plan - and it was not followed.
>
> Actually, the deadlines were set in direct accordance with
> the schedule released at Paris. It would have been foolish
> to _not_ do this. In addition to this, the freeze dates
> have been relatively clear all along. I don't think fundamentally
> this had _anything_ to do with the outcome.
>
> On Thu, 2006-12-10 at 18:53 +0100, Mark Shuttleworth wrote:
> > No - unprofessional is missing all the agreed dates, and not pulling
> > together as a team but instead having too many people pulling in too
> > many directions.
> >
> > Before you react - consider for a moment that the REST of the
> > distribution does not run that way. It could never be the tight,
> > focused thing that it is if it did. It's up to the art team to rise to
> > the level of the rest of the distro, not simply to assume that release
> > management processes apply less strictly in the artwork department.
>
> Not quite. The fundamental issue at hand
> was a distinct lack of _concrete_ direction that were met
> in accordance with the above schedule checkpoints. Perhaps
> there was a view that 'quashing' a given direction would have
> disappointed the community, but in essence, it was exactly
> what the design plan was developed to provide.
>
> I have attached the byproduct of countless hours of last minute
> tweaks and changes based on his personal guidance for those
> that missed the links / images.
>
> On Thu, 2006-12-10 at 19:12 +0100, Mark Shuttleworth wrote:
> > But design is about visual and spatial engineering - creating things
> > that are both beautiful and functional. We CAN expect design to be a
> > disciplined professional process.
>
> Reverting to Dapper's work solves this. It is both beautiful
> and functional. Again, we must accept that ultimately the
> definitions of "beautiful and functional" are defined by
> Mr. Shuttleworth's aesthetic. He has provided his own
> money to develop Ubuntu. He has dedicated a huge amount
> of time to make Ubuntu what it is. He is why we are even
> discussing this.
>
> Dapper is excellence in design for him. He has spent
> his own money and time developing it. Please appreciate
> that.
>
> It has been a wonderful journey...
>
> Sincerely,
> TJS
>
> PS: The design that ended up being in there has
> very little to do with my personal aesthetic. I
> simply tried to take what I believed Ubuntu was
> based on its connotations, existing loose brown
> tone, and guesswork to devise _something_ that
> felt Ubuntu. Again, without a clear design specification,
> colour palette, etc., it was all guesswork.
> Aesthetics aside, the design attempted to meet
> the loose specifications from the onset _and_
> correct some of the issues that I _personally_
> thought were present in Ubuntu's look.
>
> For all of the countless requests I have in my
> inbox, you can locate the most updated versions
> of the effort at the _bottom_ of the page. They
> are slightly different from what was in Edgy, but
> alas, we know the history:
> https://wiki.ubuntu.com/Artwork/Specs/EdgyArtworkPlan/Produce/Incoming/CurrentDefault
>
>
>
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