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Stefano Rosselli

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Interviews met Stefano Rosselli

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We hebben meerdere interviews met Stefano Rosselli.

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Ontwerpinterview

Two of Hearts Illustratie · 12 vragen

The main principle behind “Two of Hearts” illustration was to create something meaningful and strongly related to the specific playing card I had to create an illustration for.

What is the main principle, idea and inspiration behind your design?

The main principle behind “Two of Hearts” illustration was to create something meaningful and strongly related to the specific playing card I had to create an illustration for. The first thing I did before starting conceptualizing anything was to learn about the meaning(s) commonly attributed to the “Two of Hearts” card, so it could help me to build my illustration. Since the “Two of Hearts” card is related with the concept of relationship/love between living beings, it immediately reminded me of “The Little Prince” fable written by Antoine de Saint-Exupéry and more precisely the part with the fox (which, by the way, is one of my favorite animals). So I decided to use this as inspiration to create my vector illustration.

What has been your main focus in designing this work? Especially what did you want to achieve?

While conceiving this illustration, my main focus was to find the right balance so I could keep the design appropriate (it had to be PG-13), cohesive (stick to the card’s color palette), playable (readability) and at same time to vehicle a meaningful, playful concept visually characterized by my illustrative style.

What are your future plans for this award winning design?

Since I plan to entirely design a deck of playing cards featuring my own illustrations, I would like to make use of my “Two of Hearts” illustration for this specific project. At this point the project is still an idea that needs to be further developed.

How long did it take you to design this particular concept?

Overall, it took me about twenty hours of work spread over several days. I invested the equivalent of a half working day thinking about the concept, putting together my mood board, sketching on paper and choosing the visual concept I found the most suited for the project. After this, I spent mostly of the remaining time creating the digital version and fine tuning the visual appearance until fully satisfied.

What made you design this particular type of work?

In 2018 I was approached to take part in a non commercial collaborative project bringing together many designers around the world to design 52 playing cards for a very unique deck.

Since I like to play cards with friends, that I always spend very nice moments in doing so, that it was exciting to collaborate with many talented artists from around the globe on a common project and that prior to this I even had in a corner of my mind to create illustrations for playing cards, I gladly accepted the proposal. Once I confirmed my decision to join the project, the coordinator attributed me a playing card which I had to create a design for. And that’s how I started to work on “Two of Hearts”.

Who is the target customer for his design?

There isn't a specific target customer. The illustration was created for a non commercial collaborative project aimed to regroup various artists around the world mainly as a way to potentially generate synergies between them.

How did you come up with the name for this design? What does it mean?

The name for this design simply comes from the playing card which I was attributed and which I had to create an illustration for.

Which design tools did you use when you were working on this project?

During the conceptualization process I simply used paper and pencil. The final design was digitally created on computer (without the use of drawing tablet) thanks to a vector graphics editing program commonly used by digital illustrators.

What is the role of technology in this particular design?

Technology played an important role as the final illustration was digitally drawn thanks to a vector graphics editing program.

Is your design influenced by data or analytical research in any way? What kind of research did you conduct for making this design?

Due to the type of project this illustration was made for, data or analytical research wasn’t required. I only conducted a research on the web to find out which meaning(s) are commonly attributed to the “Two of Hearts” playing card. I used the result of this research as an anchor point which I could build my concept around.

What are some of the challenges you faced during the design/realization of your concept?

For this illustration, the creative challenge I faced was mainly to find an appropriate, coherent and visually appealing solution to convey a concept related to the type of card which was attributed by the project's coordinator. All that without affecting the playability and by keeping the design clearly legible at a relatively small size (it had to fit into standard poker playing card dimensions) no matter the way the card is vertically hold in hand.

How did you decide to submit your design to an international design competition?

I thought it was a great opportunity to have my design skills reviewed and recognized by a panel of professionals specialized in design. I also saw the fact to take part into an international design competition as a way to considerably increase the visibility and credibility of my work. Self-taught illustrators/designers may be subject to prejudices about their skills, so a valuable and impartial recognition of their abilities represents a non negligible way to gain more respect.

Ontwerplegenda Interview

38 vragen

I am a freelance self-taught illustrator and designer. As far as I recall, I’ve always been fascinated by aesthetic and very often I could be seen with a sheet of paper and pencil in hand, creating my own designs.

Could you please tell us a bit about your design background and education?

I am a freelance self-taught illustrator and designer. As far as I recall, I’ve always been fascinated by aesthetic and very often I could be seen with a sheet of paper and pencil in hand, creating my own designs. During my younger years, comics and video games played an important role in rising my interest in becoming a professional illustrator and designer. Since 2010 (the year that I started freelancing), I had the pleasure to work for clients such as Thomson Reuters (Geneva, CH), The Swiss Red Cross (Basel, CH), LDES University of Geneva (Geneva, CH), The United Nations Office for Disaster Risk Reduction (Geneva, CH), amongst many others.

What motivates you to design in general, why did you become a designer?

I became a designer, because I simply adore to create meaningful and playful designs which may contribute to enhance, in various ways, people’s experience while they interact/come across with the designed product. And as a way to share a vision with others too.

Did you choose to become a designer, or you were forced to become one?

I chose to become a designer. It was part of my childhood dreams. I couldn’t imagine my life without designing, professionally or not.

What do you design, what type of designs do you wish to design more of?

Digital illustrations, user interface themes, icons, and logos. I used to wish to design more UI themes, but since a couple of years I am so much enjoying to design fully customized playing cards decks that I would like to mainly focus on this kind of projects now on.

What should young designers do to become a design legend like you?

This is a difficult question to answer, because it is a blend of so many factors over which we don’t always have control. I would simply advice to be persistent, to always work with great passion, to always look to improve oneself, to be curious, to have an open mind, empathy, welcome feedbacks, to have an eye for details and to create meaningful unique designs which tell stories that resonate with the audience they are made for.

What distinguishes between a good designer and a great designer?

I think that the ability to reach a very high level of clarity about the design intent is what often distinguishes a good designer from a great designer. However, creating an unambiguous striped down design which highly enhance the user experience can be extremely difficult.

What makes a good design a really good design, how do you evaluate good design?

In my opinion, a really good design is a great blend between aesthetic (even if this is subjective), meaning, honesty, usefulness, uniqueness, attention to details, user experience enhancement, timelessness, clarity, and effectiveness in solving a problem.

What is the value of good design? Why should everyone invest in good design?

In my opinion, good design is supposed to enhance people’s life. Making life better, easier and, to sum it up, more enjoyable is the aim of good design. Therefore, if economically possible, I think it’s a no brainer why everyone should invest in good design as much as possible.

What would you design and who would you design for if you had the time?

As a huge fan of sport, I would love to design a full brand identity for a basketball/soccer team and/or a tennis player (all these three sports being my favorite ones).

What is the dream project you haven't yet had time to realize?

Beside realizing full brand identities related to the sports I like the most, I really would like to create a wide collection of fully customized playing cards decks.

What is your secret recipe of success in design, what is your secret ingredient?

I would tell that’s all the passion, attention to details and the meaning that I incorporate into all the designs that I create.

Who are some other design masters and legends you get inspired from?

James Gilleard and Malika Favre are two design masters who are a great source of inspiration. Both are absolutely awesome artists.

What are your favorite designs by other designers, why do you like them?

I am a great fan of James Gilleard and Malika Favre illustration design. It’s hard to pick a favorite design amongst their works as they are so many that I particularly appreciate. I really like their designs, because of the high level of sophistication, elegance, but also playfulness they manage to achieve by using simple shapes and geometry. I also highly appreciate their color palettes and, specifically for Malika Favre, her use of negative space (so clever). Their works are absolutely fantastic.

What is your greatest design, which aspects of that design makes you think it is great?

Till now, I think that « Two of Hearts » is my best design. The aspect of that design that I particularly appreciate and makes me think that’s my best design is the way I managed to visually translate the bond between the deep personal meaning I wanted to share with others and the one that’s often attributed to the two of hearts playing card. It is a universal message related to Love that all people who have read « The Little Prince » from Antoine de Saint-Exupéry can connect with.

How could people improve themselves to be better designers, what did you do?

As first by realizing that they can always do better. Then by always seeking for feedback and various source of inspiration at any moment and any place, by being curious and constantly willing to learn, and finally by not being afraid to do mistakes and to experiment.

If you hadn't become a designer, what would you have done?

Teacher at primary school.

How do you define design, what is design for you?

In a nut shell, for me, design is an answer to a problem which can contribute (in a relatively important way) to make people’s life more enjoyable.

Who helped you to reach these heights, who was your biggest supporter?

Undoubtedly my dear loving wife. She is always there for me no matter what. Her honest and relevant feedback often helped me to improve my designs… even if I must confess that sometimes I had hard time hearing and digesting them ;)

What helped you to become a great designer?

Besides my wife’s tremendous feedback, my passion, dedication, persistence, hard work, attention to details and constant questioning helped me a lot.

What were the obstacles you faced before becoming a design master?

Lack of self-confidence, of knowledge, of experience and prejudices toward me based off the fact that I am a self-taught designer.

What's your next design project, what should we expect from you in future?

Many more fully customized playing cards decks, UI themes and various brand identities for personal projects.

What's your ultimate goal as a designer?

To create my own brand(s) and, through it(them), share my vision of design without compromises.

What people expect from an esteemed designer such as yourself?

Timeless, well-crafted designs with a particular attention to details. Understanding of their need(s), honesty, respect of deadlines and great communication.

How does design help create a better society?

By solving problems that can make life better, easier and, overall, more enjoyable. The happier people are the better society can potentially be.

What are you currently working on that you are especially excited about?

A new fully customized deck of playing cards.

Which design projects gave you the most satisfaction, why?

The creation of two souvenirs playing cards decks. Mainly because it was a long time that I wanted to create items which the design is entirely dedicated to the country and, also, more specifically, the canton where I was born and raised. All that as a modest tribute which could contribute to promote them inside and outside theirs borders and, also, to show my attachment to them. I consider both these projects as my main design legacy.

What would you like to see changed in design industry in the coming years?

Maybe less prejudices towards self-taught illustrators/designers.

What is your life motto as a designer?

Quality over quantity.

Do you think design sets the trends or trends set the designs?

I think that design sets the trends.

What is the role of technology when you design?

As a digital illustrator and designer, technology plays an important role when designing.

What kind of design software and equipment do you use in your work?

For the first iteration(s) of my designs, I mostly use a simple pencil and paper. Then when comes the moment to create the digital version, I do mainly use the industry leading vector graphics design software, sometimes coupled with photo editing and/or layout ones.

What do you wish people to ask about your design?

To describe the design process.

How did you develop your skills as a master designer?

By thoroughly analyzing other designers works and understanding the way they convey an intent. Also, by reading as much as possible articles, design presentations precisely describing a design process.

Irrelative of time and space, who you would want to meet, talk and discuss with?

Antoni Gaudí.

What is your favorite color, place, food, season, thing and brand?

Favorite color: royal blue, favorite place: Barcelona, favorite food: mezze, favorite season: spring, favorite thing: playing cards decks, favorite brand: Caran d’Ache.

What makes your day great as a designer, how do you motivate yourself?

When I get positive feedback by users/clients (via phone calls, emails, etc.) about my work that for sure makes my day great and gives me even more energy to keep on going.

When you were a little child, was it obvious that you would become a great designer?

No, but I for sure wanted to design for a living so I could spend even more time each day doing what I love. That was clear in my mind.

Please tell us anything you wish your fans to know about you, your design and anything else?

I just would like them to know that all the designs that I create are made with all my heart and that if I contribute to make them happy in any way thanks to my designs that means a world to me and fuels my will to keep on designing.

Ontwerperinterview

10 vragen

I am a self-taught illustrator and visual designer. As far as I recall, I’ve always been fascinated by aesthetic and very often I could be seen with a sheet of paper and pencil in hand, creating my own designs.

Could you please tell us more about your art and design background? What made you become an artist/designer? Have you always wanted to be a designer?

I am a self-taught illustrator and visual designer. As far as I recall, I’ve always been fascinated by aesthetic and very often I could be seen with a sheet of paper and pencil in hand, creating my own designs. During my younger years, comics and video games played an important role in rising my interest in becoming a professional illustrator and visual designer. This quickly turned into one of my dreams. But, in the end, I was discouraged by many people to follow this aspiration. All that led me on a different path until my passion unexpectedly caught me back. Indeed, while I was studying Educational Sciences at Geneva’s University, one of our professors asked us to work in small groups to create attractive pedagogical tools conveying knowledge about human brain related topics. In the group which I was part of, we decided to create a booklet and I offered to draw myself a series of illustrations that would go along with the explicative text. The positive feedback about the illustrations and the great pleasure I had in using my illustrative skills for an educational purpose sparkled again in me the will to make use of my design abilities in a professional perspective.

What kinds of works do you like designing most?

The kinds of works that I like designing most are vector illustrations and user interface themes. Concerning illustrations, characters (especially portraits), oneiric scenes, sport, nature, architectural constructions are some of my preferred aspects to feature in my works. About user interface themes, I particularly enjoy to create “dark modes” for applications, web sites or operating systems.

What was the first thing you designed for a company?

The first thing I designed for a company was a series of digital illustrations for e-learning. Given that I graduated in Educational Sciences, I was really delighted to use my design skills for this kind of project.

When do you feel the most creative?

This can vary from day to day, but I would tell that usually I am the most creative at morning and/or late at evening. At morning it can be due to the fact that in general I have more energy after resting well during the night and, at evening, there are less chances that I can be interrupted during my workflow or simply distracted by surrounding noises.

Where does the design inspiration for your works come from? How do you feed your creativity? What are your sources of inspirations?

The inspiration for my works can literally come from anything surrounding me. Even when I am not supposed to work, if I see, hear something that may be interesting for my design work, I do my best to keep track of it (take a picture, sketch it, write down a note, etc.). It doesn’t necessarily need to be something related with what I am working on at the moment, it can simply be a potential inspiration for future works. Otherwise, I spend regularly time watching design works/items on the web (Instagram, Twitter, Google, Pinterest, Behance, Dribbble, etc.), in books, magazines or shops.

How would you describe your design style? What made you explore more this style and what are the main characteristics of your style? What's your approach to design?

I would define my design style as clean, colorful and playful. I explored more this style, first of all because it has characteristics that I particularly appreciate from an aesthetic point of view, but also because of pragmatical, technical reasons as it adapts very well to many use cases, therefore it offers great versatility. Plus I really like the challenge behind simplifying something so what is central, essential could stand out. In few words, I would summarize my approach to design the following way: understanding the problems to solve, the constraints, the target customer's profile and finding appropriate design solutions that are clean, legible, singular, visually appealing and easy/pleasant to use.

Where do you live? Do you feel the cultural heritage of your country affects your designs? What are the pros and cons during designing as a result of living in your country?

I'm born and live in Switzerland. Personally, I have the feeling that my environment considerably influenced the way I design my works. Indeed, the main principles behind my designs share a lot in common with what can be considered characteristics of the “Swiss style”. No matter if I create an illustration, an icons set, a logo or a user interface theme, I’m very often aiming at making that design to look clean, simple, minimalist and precise. I have also the feeling that I “inherited” from the place where I am living that constant need to push myself forward, to always aim at doing better. This state of mind is clearly something which helps me to constantly improve the quality of my work, but at same time it can turn into an obsession and, therefore, a downside.

What was your most important job experience?

My most important job experience to date was when the United Nations Office for Disaster Risk Reduction (UNISDR) of Geneva hired me in 2015 to rework the “Making Cities Resilient Campaign” visual identity for its 2016 re-launch. I was really happy and honored to bring my modest contribution to this international campaign.

What type of design work do you enjoy the most and why?

It’s hard to only pick one, but if I have to, I would tell user interface design. I really enjoy this type of design work, especially because it can bring together many designs fields which I am particularly interested in, such as icons design, illustration, animation, layout or typography. But also because UI design is something really useful in everyday life. Operating systems, applications, web sites are more than ever part of most people’s life nowadays and will surely be even more in future.

How can people contact you?

The best way to contact me is by sending me an email. My email address is accessible on my website “www.stefrosselli.com”. Otherwise I can also be reached on platforms such as Behance, Dribbble, Instagram or Twitter (my username on these platforms is "stefrosselli"). But email is definitely the best way to go.

Groot Interview

Two of Hearts Illustratie · 10 vragen

The literary inspiration served as my primary reference point throughout the design process. While the color palette and the symmetrical structure were more design-led choices, the fox’s meaning in The Little Prince…

Your innovative interpretation of "The Little Prince's" fox in Two of Hearts Illustration beautifully bridges literature and visual art - could you elaborate on how this literary inspiration shaped your creative decisions throughout the design process?

The literary inspiration served as my primary reference point throughout the design process. While the color palette and the symmetrical structure were more design-led choices, the fox’s meaning in The Little Prince guided the rest of my decisions from concept to final composition.I identified what I considered the most iconic emotional lessons behind the fox’s message (connection, patience, and commitment), then selected the elements that could carry those themes in a somehow universally legible way. Because this well-known story is rooted in many childhood memories, I aimed to evoke an immediate sense of recognition while preserving depth and emotional impact for a broader audience.The remaining challenge was translation, i.e. assembling these extracted ideas into a coherent, harmonious, balanced, and comprehensible visual language.

The vector-based approach in Two of Hearts Illustration creates a striking balance between simplicity and sophistication - what led you to choose this particular technique for translating the complex themes of relationships into clean, geometric forms?

I chose a vector-based approach because it defines my visual signature. For this project, each illustrator was selected specifically for a distinctive style, so the priority was to translate the theme through a method that already felt natural and recognizable to me.

How did the unique constraints of designing Two of Hearts Illustration for a standard playing card format influence your artistic choices while maintaining the profound message about relationships from Saint-Exupéry's work?

Because the space was limited and the design should, ideally, remain functional for “two-way” playability, I deliberately prioritized simplicity and immediate readability. I kept the symmetrical structure that naturally characterizes playing cards, using it as more than a functional constraint. It became a visual tool to reinforce the concept of duality, mirroring, completion, and connection.

The color palette in Two of Hearts Illustration seems to carry significant emotional weight - could you share the thought process behind selecting these specific hues to convey the fox's lesson about relationships?

For this project, the warm/red main palette was a constraint for red suit cards, so I had to keep the design primarily in those hues (except for accent colors, which could be freely chosen). But the restricted palette wasn’t a limiting factor, because it was aligned with the emotional tone I wanted to convey.

In creating Two of Hearts Illustration for the "Luck of the Draw" collaborative project, how did you approach the challenge of making your piece both stand alone artistically and harmonize with the complete deck?

In the “Luck of the Draw” project, harmony with the full deck was achieved mainly through shared constraints. Especially the overall color palette tied to the suit identity.Because each illustrator was invited to bring a distinctive visual interpretation to the card, harmonization wasn’t an issue in that regard. Therefore, I didn’t have to worry about it.

The minimalist yet emotionally resonant style of Two of Hearts Illustration earned recognition with a Bronze A' Design Award - how does this achievement influence your approach to future illustrations that blend literary references with playing card design?

Winning a Bronze A’ Design Award reinforced that my approach, i.e. pairing literary depth with minimalist, legible design, can land emotionally while still communicating clearly. It motivates me to keep using the same strategy in various future projects.

Could you walk us through the evolution of Two of Hearts Illustration from initial pencil sketch to final vector artwork, particularly focusing on the critical decisions that helped preserve the essence of the fox's wisdom?

The most critical decisions were already established even before the early pencil sketch stage, since I clearly pre-visualized the artwork in my mind. I was really happy to see that the imagined concept translated immediately well into a satisfying design.The message I centered on was: “One sees clearly only with the heart. Anything essential is invisible to the eyes.” To translate that idea visually, I simply decided to depict the fox with closed eyes, so “seeing” becomes internal rather than literal. I also made the heart one of the dominant elements and placed it at the composition’s center, ensuring it carried the emotional meaning and became, together with the fox, the first focal point for the viewer while still referencing traditional playing-card design.Once that structure was fixed in the sketch, the vector process focused on refinement, .i.e. enhancing the shapes, reinforcing the precision and symmetry, and applying color.

What specific elements of Two of Hearts Illustration do you feel most effectively capture the profound lessons about relationships that the fox shares in "The Little Prince," and how did you translate these abstract concepts into visual elements?

The most effective elements are the fox’s closed eyes and the central, prominent heart. They translate the fox’s core idea that true understanding of a relationship comes from feeling.The surrounding blooming flowers add a second layer of meaning. They visually represent the lesson from the fox: “It’s the time you’ve spent on your rose that makes your rose so important.” By placing growth and blossoming around the central heart, the illustration connects affection with time invested, showing that relationship value is built.

How did your background in user interface design influence the composition and visual hierarchy of Two of Hearts Illustration, particularly given the playing card's dual role as both artwork and functional game piece?

It taught me to prioritize what must be understood instantly, then structure everything else to support that primary message.Because a playing card is a small functional object, the design needed to communicate clearly at a glance, in a very limited space (comparable to a small device screen). The central heart and the fox facial expression act as the primary focal points, while the surrounding elements (like the flowers) function as secondary cues.

Looking at Two of Hearts Illustration now, what aspects of the design do you feel most successfully bridge the gap between traditional playing card imagery and contemporary vector illustration techniques?

The design bridges traditional playing-card imagery and contemporary vector illustration through a seamless integration of the classic card layout and suit identity with more intricate, vector-driven graphic elements. I believe it helps modernize and enhance the visual appeal while adding depth to the design

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