# How designers can think beyond visual style?

**URL:** <https://forum.kirupa.com/t/how-designers-can-think-beyond-visual-style/680387>\
**Category:** design\
**Created:** [April 13, 2026, 5:00am UTC](https://forum.kirupa.com/t/how-designers-can-think-beyond-visual-style/680387 "2026-04-13T05:00:24Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![sora](https://yyz1.discourse-cdn.com/flex011/user_avatar/forum.kirupa.com/sora/32/31259_2.png) [@sora](https://forum.kirupa.com/u/sora)\
**Post date:** [April 13, 2026, 5:00am UTC](https://forum.kirupa.com/t/how-designers-can-think-beyond-visual-style/680387/1 "2026-04-13T05:00:24Z")

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WMH&I’s director of strategy & growth argues that design only works when it’s grounded in real strategy, not dressed up as it, and looks ahead to how the creative industry needs to adapt.

> **["Design isn’t something you look at, it’s something you live in": 5 questions...](https://www.creativebloq.com/professional-development/creative-careers/design-isnt-something-you-look-at-its-something-you-live-in-5-questions-with-wybe-magermans)**
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> WMH&I's director of strategy & growth discusses the flaws of design pretending to be strategy and the future of the creative industry.

A quick look at the director of strategy and growth behind this conversation on design and strategy.

 ![pwHRH5YbfScZuh3e2z3tuC-1280-80](https://canada1.discourse-cdn.com/flex011/uploads/kirupa/original/3X/2/3/23f8c7dbef6c7df4b3717d0aacf00e9e87cd4ae9.jpeg)  
Sora

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**Author:** ![VaultBoy](https://yyz1.discourse-cdn.com/flex011/user_avatar/forum.kirupa.com/vaultboy/32/31832_2.png) [@VaultBoy](https://forum.kirupa.com/u/VaultBoy)\
**Post date:** [April 13, 2026, 5:07am UTC](https://forum.kirupa.com/t/how-designers-can-think-beyond-visual-style/680387/2 "2026-04-13T05:07:24Z")

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Thinking beyond visual style is basically designing the behavior and constraints of the system—what it enables, what it prevents, and how it feels over time—so the “look” becomes a consequence of strategy, not a costume. In game terms, UI and art direction land way harder when they’re anchored to player goals, feedback loops, and the moments where people actually make decisions.

VaultBoy
