Journal

What Four ’80s Movies Taught Me About Design Before I Knew It Was Design

Nostalgia is a lazy argument. “It was better back then” isn’t a claim, it’s a mood, and I’ve sat through enough presentations built on a mood to be suspicious of the whole genre.

So this isn’t a list of films that shaped a generation. I don’t think films do that. Smaller claim: four movies I watched before I turned twenty were teaching me how work actually gets made, and I didn’t notice any of it until I’d spent twenty years getting it wrong in conference rooms.

Maverick and Goose in the cockpit, Top Gun 1986
Maverick and Goose in the cockpit, Top Gun 1986

Top Gun (1986): the surface is doing real work, and it isn’t enough

Top Gun barely has a story. A pilot is good, gets sad, is good again. What it has instead is a look. Tony Scott shot the whole thing like a two hour commercial. Backlit smoke, golden hour on every flight deck, interiors lit like the sun is setting inside the building.

It worked anyway. That’s the part worth sitting with.

Designers like to treat surface as the cheap part, the thing you bolt on at the end once the real thinking is done. Top Gun is a standing argument against that. The look wasn’t decoration on top of the film, for long stretches it was the film, and nobody in the audience felt cheated.

But Top Gun is also the exact deck an agency builds when it’s got nothing. I’ve built that deck. Gorgeous comps, an argument underneath that dies on the second question. It closes the business. Then the thing ships and there’s nothing holding it up, because a look is not a structure.

Scott knew what he was making. Most of the people copying him didn’t. That’s the whole distinction and it took me years to work out which side of it I was on.

The Goonies (1985): put the map on the table

The plot only moves because there’s a physical object everyone can point at. Not a plan. Not a theory about where the treasure might be. A map, on a table, with a crease in it.

Watch what that does to the arguing. Nobody in that basement is debating whether treasure hunting is a good idea in general. They’re arguing about this line and that marking, which is a completely different kind of disagreement. The kind that ends.

I can’t think of one project in twenty years that stalled because people disagreed. They stall because nobody has made the thing yet. A meeting about a concept runs until somebody’s next meeting. A meeting about an ugly wireframe runs twenty minutes, because you can put a finger on the part that’s wrong.

Make the map early. Make it badly if bad is what it takes to make it fast.

Ferris Bueller’s Day Off (1986): the one you like isn’t the one doing the work

Everyone remembers Ferris. Nothing happens to Ferris. He starts the movie charming and unbothered and finishes it exactly as charming and exactly as unbothered.

Cameron is the movie. Cameron’s got the fear, the father, the car, the moment at the edge of the pool. Ferris is a delivery mechanism for Cameron’s arc and he takes all the credit because he’s the fun one to watch.

The design version of this is so common it’s almost boring to point at. The client remembers the hero image. What made the site work was the nav, and the form asking for four things instead of eleven. Nobody has ever complimented me on a form. Nobody has ever walked out of a meeting energized about field count.

The charming element gets the approval. The boring element gets the outcome. If you can’t tell which is which in your own work you’ll spend the whole budget polishing Ferris.

The Breakfast Club (1985): one room, one day, nothing else on hand

Five kids. One library. Saturday. Hughes gave himself no locations to cut to, no plot machinery, no chase, no second act set piece to hide behind. People and time, that’s it. Which left exactly one move available and it was the hard one. Make them talk until something true falls out.

If he’d had twelve locations and a budget he probably would have used them. It would have been a worse film.

No client has ever handed me a constraint as a gift. They show up as complaints. The budget, the legacy CMS, the CEO’s feelings about the color blue. Same thing, worse packaging. The library is the library. The question was never how to get out of it, it’s what the library makes possible that an unlimited set never would.

The part I’d push back on

None of this was in the films. Hughes wasn’t teaching me about scope. Tony Scott wasn’t warning me off pretty decks with nothing underneath them. You pull the lesson out later, once you’ve got somewhere to put it, and the pulling says more about the twenty years than it does about the movies.

Which is the honest version of the argument against nostalgia. These films didn’t shape anything. The work did. The films were just the handiest way to describe it afterward, which is a useful thing for a shared reference to be as long as you don’t mistake it for a cause.