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A geometric network of circles and squares joined by thin lines, with one human-round form and a vermilion node.
A geometric network of circles and squares joined by thin lines, with one human-round form and a vermilion node.

Process · Conversations · Field Notes

Designing Alongside the Machine

Generative tools did not replace the designer. They moved the work from making marks to making decisions.

By Cairo Studio, Studio 8 min read

For a while the conversation about generative tools was stuck between two bad answers: they will replace us, or they are a toy. Neither held up in our studio. The work did not disappear. It moved. The hours we used to spend making marks, we now spend making decisions.

The work moved, it did not vanish

A first option used to be expensive: hours of drawing, rendering and comping. Now it is nearly free, and forty options before lunch is normal. Forty options is not progress. It is a new problem. The scarce thing is no longer the ability to produce. It is the judgment to choose, edit and reject.

This has happened before. Photography did not end painting. It freed it from recording and pushed it toward interpretation. Every tool that automates production raises the value of the decisions production used to hide.

Where we draw the line

  • Logos and type are designed by people, and real files are placed on top of any generated art.
  • A client’s products, team and work are never replaced with generated images.
  • Every generated image is reviewed by a person before it is published.

Taste is the bottleneck

Generative tools reward people who already had taste and expose people who were relying on production skill alone. If your value was making the thing, that value is shrinking. If your value was knowing which thing is worth making, and why, it just grew.

So we train for judgment. We argue about why one option is better, not only which looks nicer, and we use the machine to move faster on ideas we are still responsible for.

Hands sorting dozens of printed images on a studio table and pulling one toward the camera

Most of the work is choosing.

It replaces some production work, like first drafts and variations. It does not replace deciding what a brand should mean, which option is right, or taking responsibility for the result. Those decisions are most of the job, and they still need people.

It can suggest shapes, but it cannot draw an exact mark or set real type reliably, and it has no idea what the brand should mean. We design logos ourselves and only use generated art around them, with the real logo files placed on top.

A specific brief: one photographic technique, a named palette, people who look like the audience, and a list of things to reject. Then a person says no to most of what comes back. The brief and the rejections are where the quality comes from.

We direct photography and generated imagery from one brief, and keep real logos, products and people real.

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