Industrial Design

2 posts

figma3 min readCurated summary

Free Association: Production Designer Jeremy Hindle on Building Severance | Figma Blog

Jeremy Hindle’s production design for *Severance* began with a minimal script description—“four desks, large room”—and developed into Lumon Industries’ eerie, emotionally charged world. Drawing on modernist architecture, industrial design, cinema, and television, Hindle prioritized how spaces feel over what they communicate intellectually. His conclusion is that the show’s unsettling power comes from the tension between sterile order, vast scale, and profound loneliness. ## Designing Emotion - Hindle describes his goal as creating an atmosphere that is “stunning and lonely.” - His experience designing hundreds of commercial offices informed Lumon’s corporate environments. - Rather than focusing only on narrative information, he designs for viewers’ “kinetic” responses—the physical and emotional sensations produced by a space. - The sparse script gave him room to build a complete visual language around emptiness, repetition, and institutional control. ## *Playtime* and Architectural Absurdity - Jacques Tati’s *Playtime* was a central reference for *Severance*. - Tati’s film satirizes modern corporate architecture through vast, impersonal spaces and carefully choreographed movement. - Its mixture of comedy, alienation, and architectural scale helped shape Lumon’s uncanny office environment. ## John Deere Headquarters and Lumon’s Monumental Scale - Kevin Roche and Eero Saarinen’s 1964 John Deere headquarters provided a blueprint for Lumon’s institutional architecture. - Its monumental structure influenced the show’s sense of corporate permanence and authority. - The building also inspired the iconic desks used by the Macrodata Refinement team. - Hindle translated large-scale architectural references into environments that feel both imposing and strangely empty. ## Dieter Rams and Controlled Modernism - Lumon’s largely fabricated sets include selected real design classics, including Dieter Rams’s Braun TS 45 and TG 60 wall console. - Rams’s restrained, functional aesthetic reinforces the company’s carefully controlled visual identity. - The inclusion of recognizable industrial design creates a believable mid-century modern world while making Lumon’s environment feel more curated and artificial. ## Lessons from Film Production - Hindle’s work on *Zero Dark Thirty*, his first feature film, strengthened his commitment to constructing large-scale physical worlds. - He used full-scale models to help the entire crew understand how environments would function and remain visually readable. - This experience supported the detailed spatial planning required for *Severance*’s complex office interiors. ## Negative Space and the Scale of *Fargo* - A single still from the Coen brothers’ *Fargo* influenced Hindle’s vision for the scale of *Severance*. - The image demonstrated how negative space can make characters appear isolated and vulnerable. - Hindle showed the reference to director Ben Stiller, using it to communicate the show’s desired balance of composition, distance, and loneliness. ## The Emotional World of *Her* - Spike Jonze’s *Her*, with production design by K.K. Barrett and costumes by Casey Storm, served as another important reference. - Hindle admired the film’s ability to create a complete emotional world through design. - Its coordinated use of architecture, interiors, color, and clothing helped inform *Severance*’s approach to character and atmosphere. ## *Twin Peaks* and Television with Staying Power - David Lynch’s *Twin Peaks* represented the kind of distinctive, enduring television Hindle hoped *Severance* could become. - Although he had not previously been strongly interested in television, the project offered an opportunity to build a world with lasting cultural and visual identity. - Like *Twin Peaks*, *Severance* combines recognizable everyday settings with surrealism, mystery, and an unsettling sense of place. Hindle’s work shows how production design can make an abstract corporate dystopia physically memorable. By combining modernist architecture, precise industrial objects, cinematic negative space, and emotionally charged emptiness, *Severance* turns Lumon into one of the story’s most powerful characters.

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figma3 min readCurated summary

24 Artifacts That Define Craft | Figma Blog

Figma’s “24 artifacts that define craft” presents objects chosen by designers and makers as examples of intentional making. The collection argues that craft is not limited to perfection or complexity; it comes from thoughtful decisions, practiced skill, meaningful constraints, and attention to both process and experience. Whether an artifact is durable, practical, playful, or fleeting, its quality reflects deliberate choices. ## Craft as Intentional Decision-Making - The artifacts come from *Practice*, a Figma book created by its Story Studio and Brand Studio teams and designed with Other Means and type designer Kia Tasbihgou. - Examples range from a vintage puzzle box and precision-mixed daiquiri to an AI poetry camera and a familiar spreadsheet. - Each object reveals its maker’s judgment: - What to refine or leave raw - When to continue experimenting or stop - How to balance durability, usefulness, and delight - The central idea is that great craft “doesn’t happen by accident.” ## Designing Experiences, Not Just Objects - Garden designer Piet Oudolf’s work demonstrates that craft can mean shaping an experience rather than producing a fixed visual artifact. - His freehand garden schematics use loose forms, color nodes, and plant abbreviations while reflecting deep knowledge of how plants interact. - Oudolf avoids renderings because they capture only one artificial moment, rather than the changing experience of being in the garden. - His work shows that expertise can support spontaneity and looseness instead of requiring rigid precision. ## Structure and Flexibility in Graphic Design - Ladislav Sutnar’s *Catalog Design Progress* revitalized industrial catalogs through a combination of strict typographic systems and adaptable layouts. - The catalog provided a consistent visual framework while allowing individual products to receive customized treatment. - Its design transformed an everyday commercial tool into both an organizational system and an example of visual art. - Craft emerges through the balance between standards and room for variation. ## Precision Under Limitation - A Russian Constructivist poster by the Stenberg Brothers illustrates how constraints can intensify craft. - Its sharp geometric stripes and repeated, photorealistic portraits create tension between contrasting visual languages. - Lithography required decisions to be made directly and intentionally, without endless digital-style revisions. - The poster suggests that simplicity is demanding because every compositional choice remains exposed. ## Doing More with Less - Playdate, the yellow handheld console by Panic with hardware by Teenage Engineering, embodies craft through limitation. - Its one-bit screen and small processor prevent technically elaborate graphics but encourage inventive game design. - Distinctive features—including the bright yellow body, limited “seasons” of games, and physical crank—make the constraints part of the product’s identity. - The console demonstrates that craft is about doing something exceptionally well, not adding more features. ## Making the Process Part of the Art - Wintergatan’s Marble Machine combines a music box with a Rube Goldberg-like mechanism. - Its elaborate, human-powered construction makes the act of producing music as engaging as the resulting sound. - The machine invites active participation from both performer and audience, contrasting with passive music consumption. - Its appeal comes from the visible relationship between mechanism, effort, and outcome. ## A Broad Definition of Craft - The selected artifacts span landscape design, publishing, posters, consumer electronics, and musical machines. - Together, they frame craft as a mindset rather than a particular medium or aesthetic. - Craft may appear as precision, improvisation, restraint, system-building, physical labor, or playful interaction. - The common thread is purposeful making: understanding materials and constraints well enough to create something with character and intent. The collection recommends looking beyond polished appearances and examining the decisions behind an artifact. Good craft comes from combining knowledge, discipline, and judgment with the courage to embrace limits and leave room for human experience.

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