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i feel like this boils down to a client-side misunderstanding of where graphic designers actually spend the majority of their time. i'd actually argue that work
by odessacubbage 4y ago
i feel like this boils down to a client-side misunderstanding of where graphic designers actually spend the majority of their time. i'd actually argue that working from spec or even a crude doodle on the back of a napkin is a lot easier than dealing with a client who is married to a poor design that DALL-E puked out for them. one of the most important things about the sketch phase is to be able to iterate without too many assumptions while also being able to recognize and play upon the strengths of individual drawings. this is not a time consuming process but it also isn't something you want to rush anymore so than you'd want to rush the plastic surgeon performing your nose job. depersonalizing the design process in favor of volume does not particularly serve anyone and, moreover, it responds to a need that i don't really think exists.
this is not to say that i don't think these kinds of image generators are without uses, but right now we are still in the phase where people are being impressed by graphical fidelity[which was already incredibly cheap] rather than usefulness. imo this stage of ai will primarily work well for tasks that benefit from randomness while also being relatively low stake in the overall production pipeline. training a network to generate typefaces or to randomize npc portraits for an open world game is precisely the sort of area where 'gluing things together' can potentially provide more benefits than headaches.
- robertlagrant 4y agoI was saying a designer could use it for first draft ideas, not their client.