When infographic dinosaurs roamed the Earth

YES, THERE WERE SIGNS OF GRAPHIC LIFE BEFORE THE COMPUTER.

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A very long time ago, I carried around a bag of technical pens, french curves, ellipse templates and shiny drawing instruments. And somehow I used them to make the examples shown here. All of my early work was produced in black and white. Sometimes I almost thought that the world was really monochrome.
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Then came color. Gouache and paintbrushes. The airbrush process (seen here) alternated between euphoria and misery (when the equipment suddenly malfunctioned). The outline of this archer was drawn on a film overlay with a technical pen.
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My next infographic phase involved producing “mechanicals.” Artwork that was made up of layers of film over a keyline base layer. Countless hours were spent cutting rubylith film with a sharp knife and peeling away the unwanted areas, or filling in areas with black ink. Adhesive registration marks kept it all aligned, and you needed a lot of them as there was often a substantial stack of layers. The last step was to make a mind-blowing guide for the print technician to piece it all together. Infographics people would impress each other with statements like, “That’s nothing. I did a map yesterday with twenty-two layers”.

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Here’s an example of a markup that would guide the technician who put together the color separations for printing. How it was done correctly always amazed me. I have a sense of wonder about it to this day. In a later era, but before I had a computer, I sat with the technician as the graphic was assembled on a computer monitor.
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This 1988 spread from Condé Nast Traveler magazine was produced as a mechanical.
Below is a color guide used to revise the graphic after the first set of separations. It accompanied the proof version, which had overlays B and C attached to it.
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In the pre-computer era, you could not easily make changes once you were into the artwork phase, so you had to be sure you had a good plan. Or risk a nervous breakdown. The process of making a rough sketch carried over into my computer-generated world. The following statement is not a revelation (many designers much younger than me use this method), but drawings are a great way to both work out ideas, and get feedback from your editor or client, who knows the sketch is the language of a flexible idea.

A rough assembly in Illustrator (or InDesign or Photoshop), with real components, is not the same thing. People can feel intimidated about suggesting changes because you’re presenting something that looks like a finished item. At least, that’s my opinion.

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