by Tim Girvin | Brands, Concepts | Nov 21, 2013
Branding and The Court of Boom: Design + Squash Racquet Play More than 20 years back, I began to train for the game of squash. I was looking for a complicated, high-fitness game, that was as much about physical stamina and agility as it was about craft — the...
by Tim Girvin | Concepts, Retail, Scent | Nov 19, 2013
The Imagination of Designing Fragrance Perfume is a storytelling — it’s a layering of tellings that translate to the alchemy of ingredients. Woods, resins, tinctures of flowers, aromatic leaves, natural ingredients, all combine to build a story that allows...
by Tim Girvin | Concepts | Nov 14, 2013
Optimizing Experience. In the management of any project, when there is the feeling of all-open creativity, everything’s working, all systems are go, communications are excellent. How does that happen? • First off — the link to the client side. Clear...
by Tim Girvin | Concepts, Designers | Nov 12, 2013
The Opening of the Next Portal I went through the door from the darkened interior to the light. There is some historical significance to the door — I think of every door step as a metaphorical movement. The door is a symbol, like a window. It’s a movement...
by Tim Girvin | Concepts | Nov 7, 2013
Hereness, Thereness, Whereness? Or are you a way? In the meditations on way-finding, finding a way, and designing experiences to help people to find their way, there is a point to which you ponder “am I lost? Or have I found my way?” There is an alignment...
by Tim Girvin | Concepts | Nov 5, 2013
Meditations on Respite I was thinking about a remark from Tom Ford, that, to him, the greatest luxury is “sleep.” According to Dawn Mello — in a dinner conversation with her and her pal, Dawn A. Clark — when she was working with Tom Ford, at...
by Tim Girvin | Artists, Concepts, Motion Pictures | Oct 31, 2013
Design studies for “The Thing.” This isn’t my work [it was pointed out by friend Stuart Balcomb and the poster above was designed by Jock] — but worthy of mention and exploration. It’s interesting, as a perpetual student of design [and...
by Tim Girvin | Concepts | Oct 25, 2013
What is Okay, anyway? I was thinking about the notion of OK, what’s that mean, really? The state of Okayness seems mediocre — it’s a condition where things are simply “all right,” alright. All is right? What’s rightness, a place of...
by Tim Girvin | Brands, Concepts, Designers, Motion Pictures, Retail | Oct 21, 2013
Identity, Story & Experience Design When you think about a game, it invariably is about play. Play and game. And, are you having fun? A quick play: see Girvin’s gaming movie and specially commissioned sound track. What is play? What is game? Play is an old...
by Tim Girvin | Concepts, Places | Oct 17, 2013
The Acoustical Messages of Place In my study of experience narrative design and the experiencer in place — for me and for others — I ponder the notion of sound. As a designer of places to be, to tell stories, to share ideas and products, to evoke comfort,...