
Design Starts Before the Drawing
Before form, We need to understand people, desire and intent.
Field Note — August 2026
This is Part II of three Field Notes about design.
Part I was about the eye. About whether design is something we are born with, or something accumulated through curiosity, repetition, failure, experience and time.
I ended that note with a question: If design is a way of seeing, what exactly should we be trying to see?
I’ve been thinking about that since. Because the more I look at the way I actually work, the more I realise that I rarely begin with form.
I don’t begin with a sketch.
I don’t begin with the material.
I don’t even begin with the site.
I usually begin with somebody talking.
A client explaining what they want. A developer describing what they hope a place could become.
A conversation. It reveals who they are, what they care for. Their desires. Hopes in the hearts. The organisation dreams.
Someone showing me an image they saved years ago.
A sentence they keep repeating without realising they’ve repeated it three times.
A concern they mention almost casually.
Something they dislike.
Something they’re worried people won’t understand.
I’m listening for all of it.
Because somewhere inside those conversations is the beginning of the work.
Framework
Before Form Comes Intent
Sculptura has a formal methodology.
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Research.
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Concept.
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Design development.
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Technical resolution.
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Fabrication.
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Delivery.
Those stages matter. They give the work structure.
But there is something that happens before all of them. Something much less formal.
Trying to understand what somebody actually wants. Not only what they say they want.
What they mean.
Those aren’t always the same thing. A client says:* “Modern.”*
What does modern mean?
Clean? Minimal? Futuristic? Industrial? Quiet? Luxury?
A client says:* “Iconic.”*
That could mean monumental. Photogenic. Unusual.Recognisable.
Something that becomes part of the identity of the development. Or simply something they haven’t seen before.
Then there are words like:
Playful. Premium. Contemporary. Instagrammable. Elegant.
We can sit in a room agreeing completely on the vocabulary while imagining completely different things. That is a design problem before anybody draws anything.
Words are as I believe Noam Chomsky observes - operative and a form of action. Character and identity. That’s the basis.
Observation
But Words Are Less Precise Than We Think
Only recently I’ve become much more deliberate about something very simple.
I ask clients to show me. If you say modern, show me modern. If you say iconic, show me something you think is iconic.
Show me the thing you loved. Show me the thing you hated. Send me the hotel you stayed in.
The sculpture you saw overseas. The playground your children liked.
The Pinterest image. (This is a favourite, to my dismay)
The photograph you took through a car window. Anything. References.
Not because I want to reproduce it. Quite the opposite.
I want to understand what the image represents to them. Maybe they show me a polished stainless-steel sculpture. What they actually like might not be the form. It might be the reflection. The cleanliness. The sense of precision.
The way it catches light at night. Or they show me something colourful. Maybe the colour isn’t the point at all. Maybe what they are responding to is energy.
Movement. Youth. Permission to play.
The image is simply a shortcut into the thing they haven’t yet found the words to describe.
And once we arrive at an understanding, alignment moves much faster.
Mental Model
Visual Alignment Before Design
Before developing the answer, make sure we are actually discussing the same question.
It sounds obvious.
But I’ve seen how much time gets lost because everyone assumes shared language means shared understanding.
It doesn’t. Two people can say:* “We want something elegant.”*
One imagines a quiet stone monolith. The other imagines polished brass and dramatic lighting.
Neither is wrong. They are simply designing from different internal pictures.
So before the form starts becoming precious, I want those pictures on the table. Not to choose one.
To understand the distance between them. Because every unresolved difference at the beginning becomes more expensive once it enters the drawing.
And much more expensive once it enters fabrication.
Observation
Listening for the Desire Behind the Brief
A brief tells you what needs to be delivered. It doesn’t always tell you why it matters. That part usually comes from conversation.
Pay attention to the things people repeat. Sometimes the most important sentence in a meeting isn’t presented as the most important sentence. A client might spend an hour discussing dimensions, materials and programme.
Then, almost while leaving the room, say: “We just don’t want the place to feel empty.” That might be the design brief.
Or: “Families need to feel comfortable staying here.”
That might be the design brief.
Or: “People drive past this every day and nobody knows it’s ours.”
That might be the design brief.
The drawings will eventually answer dimensions. The design needs to answer the desire. That distinction has become increasingly important to me.
Framework
The Intent Chain
I’ve started seeing the beginning of design as a sequence.
People → Desire → Intent → Behaviour → Form
People come first. Who is actually going to encounter this?
Then desire.
What are we trying to give them? What should become possible?
From that comes intent.
The clear reason the design should exist. Intent creates a behavioural question.
What should people do because this is here?
Stop? Gather? Play? Look up? Walk through? Sit longer? Take a photograph? Remember where they are?
Only then does form begin answering something. That sequence is becoming increasingly important.
Because when we jump straight to form, we may produce something attractive. But attractive isn’t necessarily useful. And useful isn’t only functional.
A public artwork can be useful because it gives a place identity.
A playground can be useful because it creates interaction between parents and children.
A pavilion can be useful because it gives people permission to stay.
A sculpture can be useful because it becomes the landmark everyone uses when giving directions.
The usefulness is sometimes emotional. Sometimes behavioural. Sometimes commercial.
Often all three.
Reflection
Advertising Never Really Left
I think this is where my advertising background still sits inside the work.
In advertising, we used the word audience. Now its often use user.
But the fundamental question is the same. Who is on the other side of this?
You can make the cleverest campaign in the world. If nobody understands it, it failed.
You can make a beautiful public space. If nobody wants to stay there, something is missing.
You can create an extraordinary object. If it has no relationship with the place around it, people feel that too.
Advertising trained me to think about response.
Not just intention. What happens after we put this into the world?
That question followed me into paper sculptures.
Then installation. Then placemaking. The scale changed. The responsibility grew. But the question stayed.
Project Insight
A Playground Isn’t Just a Playground
This became much clearer for me once we began designing larger public-facing work.
Take a playground. At the simplest level, we could ask:
What should it look like?
What equipment should it contain?
What colours should we use?
But that’s already too late. What about the child?
What makes them run toward it? Where do they climb first?
Can they understand what to do without somebody explaining it?
Think about the parent.
Where are they waiting? Can they see their child?
Are they sitting in the sun? Will they stay ten minutes or an hour?
Then the developer.
What does this place say about the development?
Does it feel generic? Could it belong anywhere?
Then maintenance.
Materials. Heat. Weather. Damage.
Then operations.
Safety. Cleaning. Replacement.
Then photography.
How does somebody discover it online before they ever arrive?
Then cost.
What happens if we remove this element?
Does the experience change?
Then programme.
What happens if this component takes six weeks longer to fabricate?
The playground itself hasn’t changed.
But the design problem has expanded.
This is what I meant in Part I when I said the field of vision changes. The more you see, the more things become part of the design.
Mental Model
The Design Field Is Larger Than the Object
This is one of the biggest shifts in how we address the problem today.
The object is only one part of the design.
Risk is a design element. Because a beautiful idea that cannot survive delivery is not fully resolved.
Cost is a design element. Because every design choice allocates resources somewhere.
Decision-making is a design element. Because an unresolved decision today may become a compromised detail three months later.
Communication is a design element. Because the idea in my head is useless if the architect, engineer, fabricator and client are all building different versions of it.
Programme is a design element. Because sequence affects what can actually be fabricated, installed and coordinated.
Maintenance is a design element. Because the work continues existing after the launch photographs have been taken.
I used to think these things surrounded design. Now I think they are inside it.
They change the outcome. Therefore they are part of the design.
Observation
A Beautiful Idea Can Still Be Poorly Designed
That was an uncomfortable shift for me. Because aesthetically, an idea can work beautifully.
But if it creates impossible maintenance, we haven’t finished designing it.
If it requires a fabrication tolerance nobody can consistently achieve, we haven’t finished designing it. If the intended user doesn’t understand how to interact with it, we haven’t finished designing it.
If nobody knows who has authority to make the decision that allows it to move forward, we haven’t finished designing the system around it.
This doesn’t mean creativity should become cautious. I don’t want that.
The ambition should remain. Sometimes the ridiculous idea is exactly the one worth pursuing.
But then the job becomes understanding what conditions would allow that idea to survive.
That’s where design becomes interesting for me.
Not: Can we draw it?
But: Can we carry the intent all the way through reality without losing the thing that made the idea worth pursuing?
Project Insight
Sometimes the Client’s Concern Is the Design
I’ve also learnt not to dismiss client concerns too quickly.
Earlier in my career, I think I sometimes saw concerns as constraints around the creative idea.
Now I listen to them differently.
A concern contains information.
“Will people understand this?” Information.
“Will children get hurt here?” Information.
“Will this look empty at night?” Information.
“How are we maintaining this?” Information.
“Does this feel too traditional?” Information.
The client may not necessarily have the design answer.
That’s our job.
But the concern itself may reveal the thing the design needs to solve.
I take that seriously. Probably more seriously than I used to.
Because I’ve realised understanding somebody’s anxiety can sometimes get you closer to the intent than asking what they like.
Framework
Concern Is Negative-Space Intent
Think about concerns as a kind of negative-space brief.
A desire tells you what somebody wants. A concern tells you what they are afraid of creating.
Both describe the design boundary.
For example: “We want families to stay longer.”
That’s desire.
“We don’t want parents feeling like there’s nowhere comfortable to wait.”
That’s concern.
Put them together and suddenly the intent becomes much clearer.
It isn’t just: Design a playground.
It becomes: Design an environment where children can explore while parents are comfortable enough to let them.
That is a completely different design problem. And probably a much better one.
Reflection
Understanding Is Part of the Work
I pride myself on understanding what people want. Not because I always get it right.
I don’t. But I care about getting close.
There’s something satisfying about being in a meeting where somebody struggles to describe the thing they are imagining, and eventually being able to say: “Is this what you mean?”
And seeing the change in their face. Yes. That. That moment matters. Because now there is something to design from.
The relationship between designer and client changes too. You’re no longer presenting random possibilities hoping one lands. You are beginning from shared intent.
And once that exists, its much easier to push the work further. Because experimentation has a reference point.
We can make something stranger.
Bolder. Quieter. Larger. Smaller.
Because we know what the design is trying to protect.
Application
The Questions I’m Asking Earlier
We ask different questions now.
Not: What style do you want?
But: What do you want people to feel when they arrive?
Not: What colour do you like?
But: What does this place need to communicate?
Not: Do you want something Instagrammable?
But: Why would somebody want to photograph it?
Not: How big should it be?
But: At what point does it become part of the identity of the place?
Not: What reference do you prefer?
But: What exactly are you responding to in this reference?
These questions usually create better conversations. And better conversations create better information. That information eventually becomes design.
Mental Model
Conversation Is a Design Tool
We think of design tools as software.
Sketches.
Models.
Materials.
Renders.
Drawings.
Conversation belongs on that list. Because conversation allows you to discover things no drawing can reveal yet.
Desire.
Fear.
Expectation.
Priority.
Contradiction.
Memory.
Taste.
Commercial intent. Sometimes even politics. All of those eventually influence what gets built.
So the conversation isn’t something that happens before the design meeting.
It is part of the design meeting.
And listening is not passive. It is research.
Reflection
The Better We Understand the Intent, the Less We Need to Decorate
This may be the most interesting thing yet.
When the intent is weak, there is a temptation to keep adding.
More form. More colour. More gestures. More things trying to make the object interesting.
But when the intent is clear, the opposite often happens.
You can remove. The design has somewhere to stand. It doesn’t need to explain itself as aggressively. The reason becomes visible through the decisions.
Perhaps that’s why some of the strongest work feels inevitable after you see it.
Not obvious. Inevitable.
As though the form could only have arrived there after answering everything around it.
That’s something I’m still learning to recognise.
And increasingly trying to pursue.
Closing
What Are We Actually Trying to See?
Part I was about training the eye.
But perhaps the eye isn’t being trained only to recognise beautiful things.
It is being trained to recognise relationships.
Between a person and a place.
Between desire and behaviour.
Between cost and ambition.
Between risk and possibility.
Between the client’s words and what they actually mean.
Between an idea and everything required to make it survive.
Maybe that’s what I’m trying to see now. Not the answer. The forces around the answer.
Because the drawing comes later. The form comes later.
Before any of that, I need to know:
Who is this for?
What do they need?
What are we trying to make possible?
What are we protecting?
What are we afraid of getting wrong?
And why should this thing exist at all?
Once those questions begin to align, something changes.
There is intent. And when there is intent, form finally has something to answer.
That is where Part III begins.
Sculptura Principle
Design starts before the drawing.
Understand the people. Find the desire. Define the intent. Let the form answer all three.
This field note forms part of Sculptura’s ongoing observations on placemaking, design execution and the built environment.