In Part 1 of his two-part series, we looked at the concept of inspiration, and how it is something more than just a commodity to be found and consumed from any one of the numerous design galleries out there on the web. I also suggested that, in many cases, what people are actually talking about when they point to “inspiration” is reference material, which they can subsequently use to direct and inform the progressive evolution of a design.
The crux of the article, however, was the suggestion that there is more to the world than just a collection of galleries, and designers should also consider getting out into the real world and partaking of all the potential solutions that it has to offer. We looked at colour, typography, patterns, textures and even just the randomness of thought.
In this second article, we’ll be looking at a number of practical things that you can do to help capture and record and even build upon ideas and reference materials that you come across in the real world.
Certainly one of the best tools for capturing ideas and reference materials would have to be a camera. Back in the summer of 2010, there as an article published over on Visual Swirl entitled “5 Reasons Every Designer Should Carry a Great Camera”, which offered some insightful tips in this area. The article suggested that a camera is a great way to capture “inspiration” (or reference material), and for capturing textures or images for colour schemes, all of which are directly related to the present discussion.