Craft doctrine · Chapter 10

Systems, materials and production

A drawing beyond the workshop's capability is usually not refused but quietly remade, so the approved drawing must account for the workshop that will make it, and any deliberate overreach must be tested with a real sample.
Entry 10.01Principle · Systems, materials and production
Read 8 entries: 3 principles, 5 practices
8 entries in this chapter
  1. 10.01Drawings beyond the workshop's ability get quietly remade, so design for the real workshop
  2. 10.04Settle the material and production method before settling the look of each item
  3. 10.05Make a real sample, right material, right workshop, right place, before producing in quantity
  4. 10.03A good handover is one a craftsperson can follow correctly without the designer beside them
  5. 10.06Key specifications state four things: the target, the allowed deviation, how to measure, what may substitute
  6. 10.02An identity is a set of rules for making new pieces, not a set of finished drawings
  7. 10.07Hand over templates that lock what must not change and open only what may be replaced
  8. 10.08Have a newcomer make a new piece from the identity; where they go wrong, a rule is missing

Brand design ends in other people's hands: printers, sign makers, garment makers, staff making posts. They work with real materials, machines and deadlines, usually with no designer standing by. This chapter covers the work between the approved drawing and the real object: what must be decided first, what must be written down, and why an identity is a set of rules rather than a set of drawings.

Quick read: the core statement, when it comes up, and what to try now. Full read also opens the reasoning, when it does not apply, and the sources. Each principle comes before its practices, so the numbers do not run in sequence.

EvidencedBeing tested

10.01PrincipleBeing tested

A drawing beyond the workshop's capability is usually not refused but quietly remade, so the approved drawing must account for the workshop that will make it, and any deliberate overreach must be tested with a real sample.

When it comes upWhen designing for print, packaging, signage, retail interiors, uniforms, merchandise; especially when the design uses effects, materials or processes that local workshops rarely do.

How to choose

Design for the real capability where it will be made; wherever you deliberately exceed it, know you are exceeding it, pay for it, and verify with a real sample before signing off. See also 10.05

Read the reasoning

Two rights to weigh

Designing to the world's best standards pushes quality up, and sometimes that very demand pulls the workshop to do better. Designing to the production capability that actually exists makes sure the approved thing is what comes out.

Why it holds

Materials, machines and skills differ from place to place. A design that ignores those conditions is usually not refused; it is quietly remade in the cheapest way the workshop can manage: strokes too thin are thickened, colours that cannot be mixed are replaced by the nearest, difficult structures are changed. Each time, a design decision is made by someone who does not put their name to it, and usually nobody reports back. What leaves the workshop is no longer what was approved, and customers only ever meet what leaves the workshop. This does not mean approving presentations on screen is wrong: the presentation is where direction and form are settled, and that can be done remotely. It is simply not where the real object is settled; that is production sample approval, a different step. See also 0.5, 0.3, 10.05

When it does not apply

One-off items in very small quantities with a budget for special craftsmanship may exceed normal capability, because the maker is chosen specifically. When a business works long-term with one workshop and raises its standards together, demanding beyond capability is a deliberate investment, not a mistake.

The price to pay

Giving up some effects that look beautiful on screen. The designer must ask workshops and craftspeople, request samples, and spend time on questions nobody sees in the presentation.

Sources

  • Geoffrey Boothroyd, Peter Dewhurst, Winston Knight, Product Design for Manufacture and Assembly (CRC Press)
  • Gavin Ambrose, Paul Harris, The Production Manual (AVA Publishing)

Proven in practiceEngines brings eight motor lines under one German standard · estilo, a mark that lives on fabric · Hung Van, all of Muong Lo to carry home · Lê Minh Sơn and Phong Huyền · LIULAB, a certificate that speaks for the expert · Metfone, the standard that outlived the colour · Phúc Linh, Vietnam's four seasons of fruit and flower bloom into a single blossom

Used in the serviceProduct packaging design · POSM and event booth design

Rests on 0.5 0.3Put into practice as 10.04 10.05

10.04PracticeBeing tested

Settle the material, material size and production method of each physical touchpoint before settling its visual form.

When it comes upAt the start of projects involving packaging, high-volume print or point-of-sale items; and when the business itself orders signage, uniforms or retail interiors from workshops. A touchpoint here is any place a customer meets the brand. For self-ordered items, whoever places the order asks the workshop and draws up the constraint sheet.

Try it now
  1. List every physical touchpoint in the project.
  2. For each, ask the workshop that will make it, or a workshop of the same kind, and write down: material, sheet, roll or press sheet size, number of printable colours, production method (cutting, die-cutting, engraving, embroidery, bending, mounting), where joints must fall, production budget, minimum order quantity, one-off tooling costs (cutting dies, stamping dies, embroidery digitising) and production time. Small quantities are often what forces a change of method: rigid boxes, embossing or custom thread colours may only make sense above a certain quantity.
  3. Gather it into one constraint sheet per touchpoint and give it to the designer before drawing. Material size decides where joints fall on large signs; paper size decides how many pieces fit on a sheet, which means price; for packaging, the die line is a technical drawing that must be settled before the artwork layer.

Pass: the first design sent to the workshop does not have to change material or method.

Not yet: the visuals are approved first and only then is the workshop asked whether it can be made.

Applied inEngines brings eight motor lines under one German standard · estilo, a mark that lives on fabric · Hung Van, all of Muong Lo to carry home · LIULAB, a certificate that speaks for the expert · Metfone, the standard that outlived the colour · Phúc Linh, Vietnam's four seasons of fruit and flower bloom into a single blossom

Read nextChoose signage materials: durable first, attractive second.

Try itBox dieline maker

Rests on 10.01

10.05PracticeBeing tested

Make a real sample on the right material, at the workshop that will do the run, placed where it will be used, before producing in quantity.

When it comes upBefore printing packaging runs, producing signs for many outlets, making uniforms, producing merchandise in quantity.

Try it now

This is production sample approval, different from presentation approval: the presentation settles the visual form and can be done remotely; the production sample settles the real object, so it must be seen in person.

  1. The sample must come from the very workshop and machine that will do the run; a beautiful sample from elsewhere proves nothing about the run. For offset printing, proofing on the production press itself is usually too expensive for medium quantities: approve a digital proof made to the printing condition, then the approver stands at the press and signs the first sheet that hits colour as the acceptance sample; a digital proof does not show the real paper, lamination, foil or die-cutting, so packaging also needs a blank die-cut sample on the real board.
  2. A large sign that cannot be sampled whole gets a one-to-one section containing the hardest part: a letter with a detached diacritic, a joint, a lightbox corner; view it both by day and lit in the evening. See also 9.08
  3. Place the sample where it will be used, or in the closest conditions: on the shelf, outdoors, in the user's hand.
  4. The approver views it in person, colour under standard light and under the light of the point of sale, whether the owner or the person delegated to approve; phone photos are for reporting, not for sign-off, because photos shift colour.
  5. Sign the passing sample with the approver's name and date, each side keeping a copy; the run is accepted by comparing with that sample.

Pass: the production run is accepted against an object you can hold.

Not yet: arguments about colour or sturdiness happen after the whole run has been made.

Used in the servicePOSM and event booth design

Read nextProof before batch printing: don't gamble on the entire batch

Try itBox dieline maker

Rests on 10.01

10.03PrincipleBeing tested

The right handover is one a craftsperson can execute correctly with no designer present, because it states the target, the allowed deviation and what may be substituted.

When it comes upWhen preparing production files, fabrication drawings, technical notes for printers, sign makers and garment workshops; and when accepting finished goods.

How to choose

Write down everything that, if wrong, would force a redo or cause a dispute at acceptance; leave the rest to skill.

Read the reasoning

Two rights to weigh

A lean handover trusts the craftsperson's skill, has few words, looks clean, and good craftspeople do not feel lectured. A handover with full specifications is long and laborious to prepare, but leaves no room for guessing.

Why it holds

The worst production condition is usually not poor machinery but a maker who never meets the designer: the night-shift operator, a workshop that has taken over a job from another, an installer who measures on site and finds the wall uneven and the real dimensions different from the drawing. In those places, whatever is not written down is guessed, and guessed in the most habitual way. The allowed deviation is what is most often left out. Offset printing has allowed deviations written into a standard (ISO 12647-2:2013, offset printing only); for signs, garments and paint, whoever commissions the work must write the allowed deviations into the handover. Without them acceptance has no ruler: either every deviation is let through, or every deviation becomes a dispute between client and workshop, and the designer has to settle it by feel. Writing down in advance what may be substituted, and with what, turns a decision the craftsperson would have to make alone into a decision already made.

When it does not apply

With a long-standing workshop and a designer present during production, less can be written; but whatever is used for acceptance must still be written down, because the person accepting may not be the person who was there.

The price to pay

Time to prepare the handover, and the designer must understand the materials well enough to know which deviations are reasonable, rather than writing numbers for form's sake.

Sources

  • ISO 12647-2:2013, Graphic technology, Process control for the production of half-tone colour separations, proof and production prints, Part 2: Offset lithographic processes (offset printing only; cited as an example in the mechanism)

Used in the serviceBrand guidelines manual

Try itPrint file check

Rests on 0.5 0.3Put into practice as 9.04 10.06

10.06PracticeBeing tested

For any specification whose failure forces a redo, write four fields: target, allowed deviation, method of measurement, substitution; the substitution field states what may be dropped, what must be kept, and what is never substituted.

When it comes upPreparing technical notes with production files, sign fabrication drawings, uniform specifications.

Try it now
  1. List the specifications that, if wrong, force a redo: core colour, mark size, position on the object, surface material, lamp brightness, clear space around the mark.
  2. For each, write four fields: target; allowed deviation; method of measurement (colour against the signed sample under the same light source, per 8.05; size measured with a rule at which point); and substitution, meaning what to use if the target cannot be achieved.
  3. In the substitution field, state the order of priority: what to keep, what may be dropped. A hypothetical example: if foil in the right colour is unavailable, print a spot colour instead, do not fake foil in four-colour; if acrylic in the right colour is unavailable, apply a translucent vinyl in the right colour over opal white acrylic for the lightbox.
  4. List separately what must never be substituted under any circumstances.

Pass: another workshop reading the handover can tell for itself when it must call to ask.

Not yet: the handover has only images and overall dimensions.

Try itPrint file check

Rests on 10.03

10.02PrincipleBeing tested

An identity system is a set of rules that generates pieces nobody has drawn yet, not a set of pieces already drawn.

When it comes upWhen scoping an identity, when the client asks how many items the identity includes, and when the business starts producing its own materials after handover.

How to choose

One-off, expensive and important items are drawn individually; items repeated every day are generated from rules, because their numbers win.

Read the reasoning

Two rights to weigh

A complete set of drawings is safe: every item is cared for, approvable, beautiful immediately. A set of rules can generate items that do not exist yet, but an item generated from rules by a non-specialist may be less beautiful than one drawn by the designer.

Why it holds

After handover, the business creates new touchpoints every week: posts, price lists, promotional signs, invitations, instruction sheets. Their number in a year exceeds any set of drawings, and anything not in the set will be drawn by someone according to their own taste. Rules, meaning grids, size scales, colour rules, clear space and templates, turn design decisions into narrowed choices, so non-specialists still produce results within the system, and that consistent repetition across many hands is what builds recognition. The idea of designing with programmes instead of drawings is not new: Karl Gerstner set it out as a method in 1964. This is the production side of 4.01: the business needs a system, and the system only lives when it is handed over as rules. See also 0.4

When it does not apply

A very small business with few touchpoints that rarely makes new materials needs only a few complete drawings; writing rules for a single shop with one sign is overkill. Too many rules become a guidebook nobody reads; rules belong only where freedom would break the system.

The price to pay

Investment is needed in writing rules and building templates, work harder to present than a set of beautiful images. Items generated from rules hold fewer surprises, and the designer must accept others producing pieces they have not approved one by one.

Sources

  • Karl Gerstner, Designing Programmes, Arthur Niggli, 1964
  • Josef Müller-Brockmann, Grid Systems in Graphic Design, Arthur Niggli, 1981

Applied inARROW, straight as an arrow · One die-cut, a whole identity system · Cháo Life, fast yet still wholesome · GIFT for LIFE, a heart carried inside every box · Quà vùng cao, the mountains wrapped into a gift

Used in the serviceBrand guidelines manual · Design of digital interface system

Read nextA beautiful logo is not enough: the real-world operation test before delivery.

Rests on 0.4 4.01Put into practice as 10.07 10.08

10.07PracticeBeing tested

Hand over templates with the untouchable parts locked and only the editable parts open, then test the template with the worst real content.

When it comes upWhen handing over templates for posts, price lists, flyers, business cards and promotional signs to staff who are not designers. Which software the templates live in follows 11.06; this is about how they are built.

Try it now
  1. Split each template into two layers: the locked layer (mark, grid, background colour, clear space) and the open layer (text, images, prices). The open layer must have limits: text boxes with fixed type sizes, image boxes with crop frames.
  2. Fill the template with the worst real content: the longest product name on sale, the price with the most digits, capitals with stacked diacritics, an underexposed phone photo. See also 9.02
  3. Give it to an employee who has never used it and ask for three real pieces.

Pass: all three stay within the system without questions.

Not yet: text overflows, the employee has to unlock things to fix them, or drags the mark around to make room.

Read nextIs a master template needed for the team to create documents later?

Rests on 10.02

10.08PracticeBeing tested

Give the system to someone who has never seen it and have them build a piece not in the set; where they go wrong is where the rules are missing.

When it comes upBefore handing over the guidelines, and every time the guidelines are substantially revised.

Try it now
  1. Choose a piece not yet in the set that the business will need: a warranty card, an opening-hours sign, an event invitation.
  2. Give the guidelines and file set to a designer outside the project, or to the employee who will keep the standard, without further explanation.
  3. Record every question they have to ask while working: each is a place the guidelines do not yet speak.
  4. Compare their piece with the system: mistakes made by several people mean missing or ambiguous rules, mistakes made by one person are a matter of skill. Fix the rules, not the people.

Pass: the piece produced stays within the system, and questions are only about content, not about using the system.

Not yet: the maker has to guess which colour, which size, where to place the mark.

Read nextThe team uses the system correctly when there is a system, not just when they know how to design.

Rests on 10.02

Hold one principle up to your own business

Tell Sinh Vũ which principle in this chapter your business is standing at. Sinh Vũ reads it with you and says plainly what to do first.

Describe your problem
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