Sunday, February 27, 2011

Journal #4

Who is Bruce Mau?
the Chief Creative Officer of Bruce Mau Design. Clients of his Chicago and Toronto studios include Coca-Cola, McDonald's, MTV, Arizona State University, Miami's American Airlines Arena, New Meadowlands Stadium, Frank Gehry, Herman Miller, Santa Monica's Big Blue Bus, and the feature length documentary The 11th Hour. Since founding his studio in 1985, Mau has used design and optimism to originate, innovate, and renovate businesses, brands, products, and experiences.

Incomplete Manifesto for Growth - Bruce Mau

1. Allow events to change you.
You have to be willing to grow. Growth is different from something that happens to you. You produce it. You live it. The prerequisites for growth: the openness to experience events and the willingness to be changed by them.

2. Forget about good.
Good is a known quantity. Good is what we all agree on. Growth is not necessarily good. Growth is an exploration of unlit recesses that may or may not yield to our research. As long as you stick to good you'll never have real growth.

3. Process is more important than outcome.
When the outcome drives the process we will only ever go to where we've already been. If process drives outcome we may not know where we’re going, but we will know we want to
be there.

4. Love your experiments (as you would an ugly child).
Joy is the engine of growth. Exploit the liberty in casting your work as beautiful experiments, iterations, attempts, trials, and errors. Take the long view and allow yourself the fun of failure every day.

5. Go deep.
The deeper you go the more likely you will discover something of value.

6. Capture accidents.
The wrong answer is the right answer in search of a different question. Collect wrong answers as part of the process. Ask different questions.

7. Study.
A studio is a place of study. Use the necessity of production as an excuse to study. Everyone will benefit.

8. Drift.
Allow yourself to wander aimlessly. Explore adjacencies. Lack judgment. Postpone criticism.

9. Begin anywhere.
John Cage tells us that not knowing where to begin is a common form of paralysis. His advice: begin anywhere.


10. Everyone is a leader.
Growth happens. Whenever it does, allow it to emerge. Learn to follow when it makes sense. Let anyone lead.

11. Harvest ideas.
Edit applications. Ideas need a dynamic, fluid, generous environment to sustain life. Applications, on the other hand, benefit from critical rigor. Produce a high ratio of ideas
to applications.

12. Keep moving.
The market and its operations have a tendency to reinforce success. Resist it. Allow failure and migration to be part of your practice.

13. Slow down.
Desynchronize from standard time frames and surprising opportunities may present themselves.

14. Don’t be cool.
Cool is conservative fear dressed in black. Free yourself from limits of this sort.

15. Ask stupid questions.
Growth is fueled by desire and innocence. Assess the answer, not the question. Imagine learning throughout your life at the rate of an infant.

16. Collaborate.
The space between people working together is filled with conflict, friction, strife, exhilaration, delight, and vast creative potential.

17. ____________________.
Intentionally left blank. Allow space for the ideas you haven’t had yet, and for the ideas
of others.

18. Stay up late.
Strange things happen when you’ve gone too far, been up too long, worked too hard, and you're separated from the rest of the world.

19. Work the metaphor.
Every object has the capacity to stand for something other than what is apparent. Work on what it stands for.

20. Be careful to take risks.
Time is genetic. Today is the child of yesterday and the parent of tomorrow. The work you produce today will create your future.

21. Repeat yourself.
If you like it, do it again. If you don’t like it, do it again.

22. Make your own tools.
Hybridize your tools in order to build unique things. Even simple tools that are your own can yield entirely new avenues of exploration. Remember, tools amplify our capacities, so even a small tool can make a big difference.

23. Stand on someone’s shoulders.
You can travel farther carried on the accomplishments of those who came before you. And the view is so much better.

24. Avoid software.
The problem with software is that everyone has it.

25. Don’t clean your desk.
You might find something in the morning that you can’t see tonight.

26. Don’t enter awards competitions.
Just don’t. It’s not good for you.

27. Read only left-hand pages.
Marshall McLuhan did this. By decreasing the amount of information, we leave room for what he called our "noodle."

28. Make new words.
Expand the lexicon. The new conditions demand a new way of thinking. The thinking demands new forms of expression. The expression generates new conditions.

29. Think with your mind.
Forget technology. Creativity is not device-dependent.

30. Organization = Liberty.
Real innovation in design, or any other field, happens in context. That context is usually some form of cooperatively managed enterprise. Frank Gehry, for instance, is only able to realize Bilbao because his studio can deliver it on budget. The myth of a split between "creatives" and "suits" is what Leonard Cohen calls a 'charming artifact of the past.'

31. Don’t borrow money.
Once again, Frank Gehry’s advice. By maintaining financial control, we maintain creative control. It’s not exactly rocket science, but it’s surprising how hard it is to maintain this discipline, and how many have failed.

32. Listen carefully.
Every collaborator who enters our orbit brings with him or her a world more strange and complex than any we could ever hope to imagine. By listening to the details and the subtlety of their needs, desires, or ambitions, we fold their world onto our own. Neither party will ever be the same.

33. Take field trips.
The bandwidth of the world is greater than that of your TV set, or the Internet, or even a totally immersive, interactive, dynamically rendered, object-oriented, real-time, computer graphic–simulated environment.

34. Make mistakes faster.
This isn’t my idea – I borrowed it. I think it belongs to Andy Grove.

35. Imitate.
Don’t be shy about it. Try to get as close as you can. You'll never get all the way, and the separation might be truly remarkable. We have only to look to Richard Hamilton and his version of Marcel Duchamp’s large glass to see how rich, discredited, and underused imitation is as a technique.

36. Scat.
When you forget the words, do what Ella did: make up something else ... but not words.

37. Break it, stretch it, bend it, crush it, crack it, fold it.

38. Explore the other edge.
Great liberty exists when we avoid trying to run with the technological pack. We can’t find the leading edge because it’s trampled underfoot. Try using old-tech equipment made obsolete by an economic cycle but still rich with potential.

39. Coffee breaks, cab rides, green rooms.
Real growth often happens outside of where we intend it to, in the interstitial spaces – what Dr. Seuss calls "the waiting place." Hans Ulrich Obrist once organized a science and art conference with all of the infrastructure of a conference – the parties, chats, lunches, airport arrivals – but with no actual conference. Apparently it was hugely successful and spawned many ongoing collaborations.

40. Avoid fields.
Jump fences. Disciplinary boundaries and regulatory regimes are attempts to control the wilding of creative life. They are often understandable efforts to order what are manifold, complex, evolutionary processes. Our job is to jump the fences and cross the fields.

41. Laugh.
People visiting the studio often comment on how much we laugh. Since I've become aware of this, I use it as a barometer of how comfortably we are expressing ourselves.

42. Remember.
Growth is only possible as a product of history. Without memory, innovation is merely novelty. History gives growth a direction. But a memory is never perfect. Every memory is a degraded or composite image of a previous moment or event. That’s what makes us aware of its quality as a past and not a present. It means that every memory is new, a partial construct different from its source, and, as such, a potential for growth itself.

43. Power to the people.
Play can only happen when people feel they have control over their lives. We can't be free agents if we’re not free.




My choice for the week:
Stay up late.
Strange things happen when you’ve gone too far, been up too long, worked too hard, and you're separated from the rest of the world.

why?
because some of my best work happens when i least expect it to. which is usually when i have been up way too long.

Journal #3

Stefan Sagmeister, Yes Design can make you Happy
In this TED video, Sagmeister made some points about how if you are happy while designing then you will be more successful. Also it is important to get out of the studio and not sit behind a computer all day.

Theo Jansen Creates New Creatures
Theo Jansen created animals that will one day roam and live on the beaches on their own. Each creature has a brain that counts the steps so it knows where it is on the beach. Also there are sensors for when it gets close to the water so it knows to go the opposite direction.

David Kelly Human-Centered Design
Important to include behaviors and personalities in design. This way the person using the product can relate to it and have a better experience while using the product.

How Good is Good? - Stefan Sagmeister
"Commercial Art makes you buy things. Graphic Design gives you ideas"
what makes good design good? is good design for a bad cause bad? Is bad design for a good cause good?
someone needs to benefit from your design.
design can unify, and design can help us remember. Design can even simplify our lives.

Sunday, February 13, 2011

Journal #2

Dieter Rams: Ten Principles for Good Design

Dieter Rams became concerned with the state of the world around him and started asking if his design was good design. He developed these ten principles for a measure of good design.

1. Good design is innovative
2. Good design makes a product useful
3. Good design is aesthetic
4. Good design makes a product understandable
5. Good design is unobtrusive
6. Good design is honest
7. Good design is long-lasting
8. Good design is through, down to the last detail
9. Good design is environmentally-friendly
10. Good design is as little design as possible


Don Norman: 3 Ways Good Design Makes you Happy

Visceral
subconsciously attracted to a product because of the way it looks. Could either be the type fonts or color or just how it looks in general. People like the product because it is beautiful.

Behavioral
Another subconscious attraction. This attraction is based on the feeling of control.

Reflective
Can be related to the persons superego. This is all about the users image to others. What products will draw attention.

Thoughtful question: When a product is designed for looks, the function of the product may not be as successful. In that case, does a designer choose looks or function?

Audience Personas

Jennifer is a 19‐year‐old college student who grew up on a ranch in Kansas. She lives in an apartment with two other girls in Colorado Springs where she attends University of Colorado. While growing up, Jennifer spent a lot of time with her cousin. They would reenact wars, and play cowboys and Indians. As they grew older they found entertainment in hunting or just shooting random things. Jennifer now studies wildlife and outdoor enterprise management at the University of Colorado. Classes fill up most of her week, but she strives to find time to spend outdoors.

Carter is a 30‐year‐old industrial designer who spends most of his time working on the newest designs for subway trains in Washington DC. Carter grew up in southern Kansas. He would lifeguard during the summers, and was an Eagle Scout. He spends a lot of his free time watching his many favorite TV shows and browsing the Internet for inspirational websites. Carter has gone on numerous hiking trips in the past, and likes to think of himself and the manliest of all men.

Paul is a 50‐year‐old businessman who works for IBM in Des Moines. At one point he had decided to make a career change, and tried opening a lawn care business, which ended up failing. He then returned to being a sales manager and travels a lot. Paul enjoys the outdoors and likes to go for walks out at the lake near his house. He is married and has two daughters. Paul finds entertainment in watching foreign movies, documentaries, and reading. He drives a rundown Ford F‐150 that he had bought for the lawn care business. One of the tires doesn’t hold air very well, so he frequently has to refill it before driving.

Saturday, February 12, 2011

101 Art Ideas You Can Do Yourself -Rob Pruitt

1. Tell the truth.
2. Tell a lie.
3. Change your name.
4. Make someone happy!
5. Make someone cry.
6. Fake laugh.
7. Fake an orgasm.
8. Fake your death.
9. Get plastic surgery.
10. Put make-up on body parts. Ear shadow, belly blush.
11. Put make-up on your face.
12. Make a painting with make-up.
13. Stay in bed.
14. Draw on your bedsheets.
15. Make a baby.
16. Kill yourself.
17. Sell a collector a key to your house.
18. Customize your refrigerator with paint, decals and locate in a place other than your kitchen.
19. Customize storage boxes and display as sculpture.
20. Make a painting on a lampshade.
21. Vandalise your home with spray paint.
22. Graffiti your bathroom.
23. Use a magazine as a sketch book.
24. Spread rumors.
25. Draw something small, scan it, print it out big.
26. Turn your TV upside down.
27. Turn your TV on its side to watch while lying on your side.
28. Watch your TV without sound or listen to TV with the screen covered.
29. Watch a DVD in fast motion, slow motion or reverse.
30. Make a drawing by pressing pause and tracing the image off the TV screen.
31. Spend the day in a costume.
32. Sit on the toilet backwards.
33. Make a sound composition when you pee by alternating the flow between the porcelain and the water.
34. Do an interpretative to environmental sound. Baby crying, vaporetti, pigeon cooing.
35. Wear diapers.
36. Sprinkle glitter.
37. Take drugs.
38. Shoplift.
39. Sneak your own merchandise into stores.
40. Collect stuff.
41. Curate a Netflix or YouTube festival.
42. Make a mix tape.
43. Take audio snapshots with a digital recorder.
44. Arrange flowers in unexpected combinations. Baby's breath & spring onions; buds, blooms and withered blossoms.
45. Make a monochrome meal.
46. Dress in monochrome.
47. Live in a monochrome house.
48. Be a photographer without a camera. Download images from the internet.
49. Buy something expensive and put it on a pedestal. Return it for your money back. Repeat.
50. Make mud. 2 parts dirt, 1 part water. Use as paint or clay.
51. Make a leaf out of paper and tape it to a tree.
52. Make a tree and add it to a forest.
53. Pour a glass of water to look at.
54. Draw yourself into your favorite comic strip.
55. Put everything inside outside.
56. Bring everything outside inside.
57. Fill a desk drawer with gravel and make a secret Zen garden.
58. Make a drawing by holding a marker in a place other than your hand, wherever you can. Toes, mouth, underarm, butt cheeks.
59. Make a drawing by highlighting as you read.
60. Translate from one language to another.
61. Frame a picture with a feather boa.
62. Hang a painting crooked, sideways, or face to the wall.
63. Go on an urban animal safari. Pigeons, rats, squirrels, cockroaches.
64. Paparazzi your pet.
65. Interior decorate your pet's habitat.
66. Make a valuable sculpture by adding a diamond.
67. Put things on pedestals.
68. Take things off pedestals.
69. 2 identical things side by side.
70. 10 identical things in a row.
71. Something cut in half.
72. Put googly eyes on things.
73. Draw faces on styrofoam wig heads, lightbulbs and eggs.
74. Point a treadmill at a painting.
75. Name all of the bricks that make up a wall.
76. Make up drag queen names. Amber Alert, Whitney Biennal.
77. Make up band names.
78. Name your plants.
79. Name household pests. Bugs, mice.
80. Invent a new color and name it. Francois Pinot.
81. Take things apart.
82. Put things back together.
83. Toss loose change into a pile on the floor.
84. Make an aluminum foil death mask.
85. An electric fan wearing a t-shirt becomes an easy figurative sculpture.
86. Make a portrait of someone by printing their phone number poster size.
87. Make a portrait/self-portrait by captioning a mirror.
88. Frame your credit card statement. i.e., the month of your trip to Paris.
89. Stalk someone.
90. Collect autographs. One per canvas or page. Think of as portraits.
91. Make a photo album of all your worldly possessions.
92. Record yourself talking for fifteen minutes, let your consciousness stream.
93. Save and transcribe your voicemail. Publish your emails.
94. Make a collage on an unopened wine bottle for the year of its vintage.
95. Don't clean your house and call it scatter art.
96. Make a scent installation. A pine branch in a mircowave, pour a glass of cologne, fart.
97. Write captions on the glass for the view outside your window.
98. Write lyrics to a classical music composition.
100. Title untitled paintings.
101. Title your life.

Friday, February 4, 2011

Journal Entry 1

Writers Toolbox
Writing is a private act that translates to a public expression. There are many different ways to brainstorm. Some of these ways include a mind map, concept map, free writing, and word lists. Mind maps give visual form to ideas. It is started with a word in the center and then you branch out with words that are associations or relate to the starter word. This process works well for visual people because you can attach pictures or descriptions to the words. Concept maps are similar to mind maps. They show the relationship between concepts. Free writing is similar to keeping a journal but focuses on a more specific idea or question. Free writing can be helpful to a designer in a way of just getting ideas written down. Word lists are useful because most people are used to putting things in lists to begin with. It is an easy way to organize information and ideas.

Word list for No Country for Old Men

Hunt
Desert
Windy
Country
Vast
Dark
Guns
Bullets
Luck
Chance
Hot
Sunny
Hunter
Hunted
Veteran soldier
Hiding
Predator
Prey
Dry
Old
Defeat
Track Down
Rural Area
Shadow
Silhouette
Weapon
Hit man
Destiny
Fate
Devilish
Sinister
Hazard
Risk
Danger
Encounter
Target
Sun baked
Scorched
Thirsty
Waterless
Rusty
Age
Worn
Kill
Overcome
Escape
Get Away
Vicious
Fear
Persistence
Perseverance

Top Ten Defined

Dark
1.
having very little or no light: a dark room.
2.
radiating, admitting, or reflecting little light: a dark color.
3.
approaching black in hue: a dark brown.
4.
not pale or fair; swarthy: a dark complexion.
5.
brunette; dark-colored: dark eyebrows.
6.
having brunette hair: She's dark but her children are blond.
7.
(of coffee) containing only a small amount of milk or cream.
8.
gloomy; cheerless; dismal: the dark days of world War II.
9.
sullen; frowning: a dark expression.
10.
evil; iniquitous; wicked: a dark plot.
11.
destitute of knowledge or culture; unenlightened.
12.
hard to understand; obscure.
13.
hidden; secret.
14.
silent; reticent.
15.
(of a theater) offering no performances; closed: The theaters in this town are dark on Sundays.
16.
Phonetics .
a.
(of an l- sound) having back-vowel resonance; situated after a vowel in the same syllable. Compare clear ( def. 24a ) .
b.
(of a speech sound) of dull quality; acoustically damped.
–noun
17.
the absence of light; darkness: I can't see well in the dark.
18.
night; nightfall: Please come home before dark.
19.
a dark place.
20.
a dark color.
–verb (used with object)
21.
to make dark; darken.
–verb (used without object)
22.
Obsolete . to grow dark; darken.
—Idioms
23.
in the dark,
a.
in ignorance; uninformed: He was in the dark about their plans for the evening.
b.
in secrecy; concealed; obscure.
24.
keep dark, to keep as a secret; conceal: They kept their political activities dark.

—Synonyms
1. Dark, dim, obscure, gloomy, murky refer to absence or insufficiency of light. Dark implies a more or less complete absence of light: a dark night. Dim implies faintness of light or indistinctness of form (resulting from the lack of light or from imperfect vision): a dim outline. Obscure implies dimness that may arise also from factors that interfere with light or vision: obscure because of haze. Gloomy means cloudy, ill-lighted, dusky: a gloomy hall. Murky implies a thick or misty darkness: murky water. 4. dusky, black. 12. recondite, abstruse.


Chance
1.
the absence of any cause of events that can be predicted, understood, or controlled: often personified or treated as a positive agency: Chance governs all.
2.
luck or fortune: a game of chance.
3.
a possibility or probability of anything happening: a fifty-percent chance of success.
4.
an opportune or favorable time; opportunity: Now is your chance.
5.
Baseball . an opportunity to field the ball and make a put-out or assist.
6.
a risk or hazard: Take a chance.
7.
a share or ticket in a lottery or prize drawing: The charity is selling chances for a dollar each.
8.
chances, probability: The chances are that the train hasn't left yet.
9.
Midland and Southern U.S. a quantity or number (usually followed by of ).
10.
Archaic . an unfortunate event; mishap.
–verb (used without object)
11.
to happen or occur by chance: It chanced that our arrivals coincided.
–verb (used with object)
12.
to take the chances or risks of; risk (often followed by impersonal it ): I'll have to chance it, whatever the outcome.
–adjective
13.
not planned or expected; accidental: a chance occurrence.
—Verb phrase
14.
chance on / upon, to come upon by chance; meet unexpectedly: She chanced on a rare kind of mushroom during her walk through the woods.
—Idioms
15.
by chance, without plan or intent; accidentally: I met her again by chance in a department store in Paris.
16.
on the chance, in the mild hope or against the possibility: I'll wait on the chance that she'll come.
17.
on the off chance, in the very slight hope or against the very slight possibility.

—Synonyms
2. accident, fortuity. 3. contingency. 4. opening. 11. befall. See happen. 13. casual, fortuitous.


Hunter
1.
a person who hunts game or other wild animals for food or in sport.
2.
a person who searches for or seeks something: a fortune hunter.
3.
a horse specially trained for quietness, stamina, and jumping ability in hunting.
4.
an animal, as a dog, trained to hunt game.
5.
( initial capital letter ) Astronomy . the constellation Orion.
6.
Also called hunting watch. a watch with a hunting case.


Old
1.
far advanced in the years of one's or its life: an old man; an old horse; an old tree.
2.
of or pertaining to the latter part of the life or term of existence of a person or thing: old age.
3.
as if or appearing to be far advanced in years: Worry had made him old.
4.
having lived or existed for a specified time: a man 30 years old; a century-old organization.
5.
having lived or existed as specified with relation to younger or newer persons or things: Jim is our oldest boy.
6.
having been aged for a specified time: This whiskey is eight years old.
7.
having been aged for a comparatively long time: old brandy.
8.
long known or in use: the same old excuse.
9.
overfamiliar to the point of tedium: Some jokes get old fast.
10.
belonging to the past: the good old days.
11.
having been in existence since the distant past: a fine old family.
12.
no longer in general use: This typewriter is an old model.
13.
acquired, made, or in use by one prior to the acquisition, making, or use of something more recent: When the new house was built, we sold the old one.
14.
of, pertaining to, or originating at an earlier period or date: old maps.
15.
prehistoric; ancient: There may have been an old land bridge between Asia and alaska.
16.
( initial capital letter ) (of a language) in its oldest known period, as attested by the earliest written records: Old Czech.
17.
experienced: He's an old hand at welding.
18.
of long standing; having been such for a comparatively long time: an old and trusted employee.
19.
(of colors) dull, faded, or subdued: old rose.
20.
deteriorated through age or long use; worn, decayed, or dilapidated: old clothes.
21.
Physical Geography . (of landforms) far advanced in reduction by erosion or the like.
22.
sedate, sensible, mature, or wise: That child seems old beyond his years.
23.
(used to indicate affection, familiarity, disparagement, or a personalization): good old Bob; that dirty old jalopy.
24.
Informal . (used as an intensive) great; uncommon: a high old time.
25.
former; having been so formerly: a dinner for his old students.
–noun
26.
( used with a plural verb ) old persons collectively (usually preceded by the ): appropriations to care for the old.
27.
a person or animal of a specified age or age group (used in combination): a class for six-year-olds; a horse race for three-year-olds.
28.
old or former time, often time long past: days of old.

—Synonyms
1. Old, aged, elderly all mean well along in years. An old person has lived long, nearly to the end of the usual period of life. An aged person is very far advanced in years, and is usually afflicted with the infirmities of age. An elderly person is somewhat old, but usually has the mellowness, satisfactions, and joys of age ahead. 9. olden, early.


Defeat
1.
to overcome in a contest, election, battle, etc.; prevail over; vanquish: They defeated the enemy. She defeated her brother at tennis.
2.
to frustrate; thwart.
3.
to eliminate or deprive of something expected: The early returns defeated his hopes of election.
4.
Law . to annul.
–noun
5.
the act of overcoming in a contest: an overwhelming defeat of all opposition.
6.
an instance of defeat; setback: He considered his defeat a personal affront.
7.
an overthrow or overturning; vanquishment: the defeat of a government.
8.
a bringing to naught; frustration: the defeat of all his hopes and dreams.
9.
the act or event of being bested; losing: Defeat is not something she abides easily.
10.
Archaic . undoing; destruction; ruin.

—Synonyms
1. overwhelm, overthrow, rout, check. Defeat, conquer, overcome, subdue imply gaining a victory or control over an opponent. Defeat suggests beating or frustrating: to defeat an enemy in battle. Conquer implies finally gaining control over, usually after a series of efforts or against systematic resistance: to conquer a country, one's inclinations. Overcome emphasizes surmounting difficulties in prevailing over an antagonist: to overcome opposition, bad habits. Subdue means to conquer so completely that resistance is broken: to subdue a rebellious spirit. 2. foil, baffle, balk. 7. downfall.


Destiny
1.
something that is to happen or has happened to a particular person or thing; lot or fortune.
2.
the predetermined, usually inevitable or irresistible, course of events.
3.
the power or agency that determines the course of events.
4.
( initial capital letter ) this power personified or represented as a goddess.
5.
the Destinies, the Fates.

—Synonyms
1. fate, karma, kismet. 2. future.


Sinister
1.
threatening or portending evil, harm, or trouble; ominous: a sinister remark.
2.
bad, evil, base, or wicked; fell: his sinister purposes.
3.
unfortunate; disastrous; unfavorable: a sinister accident.
4.
of or on the left side; left.
5.
Heraldry . noting the side of an escutcheon or achievement of arms that is to the left of the bearer ( opposed to dexter).

—Synonyms
1. inauspicious, portentous. 3. unlucky.


Danger
1.
liability or exposure to harm or injury; risk; peril.
2.
an instance or cause of peril; menace.
3.
Obsolete. power; jurisdiction; domain.

—Synonyms
1. Danger, hazard, peril, jeopardy imply harm that one may encounter. Danger is the general word for liability to all kinds of injury or evil consequences, either near at hand and certain, or remote and doubtful: to be in danger of being killed. Hazard suggests a danger that one can foresee but cannot avoid: A mountain climber is exposed to many hazards. Peril usually denotes great and imminent danger: The passengers on the disabled ship were in great peril. Jeopardy, a less common word, has essentially the same meaning as peril, but emphasizes exposure to the chances of a situation: To save his friend he put his life in jeopardy.

Overcome
1.
to get the better of in a struggle or conflict; conquer; defeat: to overcome the enemy.
2.
to prevail over (opposition, a debility, temptations, etc.); surmount: to overcome one's weaknesses.
3.
to overpower or overwhelm in body or mind, as does liquor, a drug, exertion, or emotion: I was overcome with grief.
4.
Archaic . to overspread or overrun.
–verb (used without object)
5.
to gain the victory; win; conquer: a plan to overcome by any means possible.

—Synonyms
1. vanquish.


Fear
1.
a distressing emotion aroused by impending danger, evil, pain, etc., whether the threat is real or imagined; the feeling or condition of being afraid.
2.
a specific instance of or propensity for such a feeling: an abnormal fear of heights.
3.
concern or anxiety; solicitude: a fear for someone's safety.
4.
reverential awe, especially toward god.
5.
that which causes a feeling of being afraid; that of which a person is afraid: Cancer is a common fear.
–verb (used with object)
6.
to regard with fear; be afraid of.
7.
to have reverential awe of.
8.
Archaic . to experience fear in (oneself).
–verb (used without object)
9.
to have fear; be afraid.

—Synonyms
1. apprehension, consternation, dismay, terror, fright, panic, horror, trepidation. Fear, alarm, dread all imply a painful emotion experienced when one is confronted by threatening danger or evil. Alarm implies an agitation of the feelings caused by awakening to imminent danger; it names a feeling of fright or panic: He started up in alarm. Fear and dread usually refer more to a condition or state than to an event. Fear is often applied to an attitude toward something, which, when experienced, will cause the sensation of fright: fear of falling. Dread suggests anticipation of something, usually a particular event, which, when experienced, will be disagreeable rather than frightening: She lives in dread of losing her money. The same is often true of fear, when used in a negative statement: She has no fear she'll lose her money. 6. apprehend, dread.


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