4. Designing QUEST

LUCORAS / Build Notes

Designing QUEST

A visual system shaped by restraint, clarity and the details worth keeping.

Note 04 of 06   /   6 min readRead the story ↓
In this note
01 /

When performance is defined, what should design still do?

We did not begin QUEST with its appearance. Before deciding what it should look like, we focused on more fundamental questions: Construction. Thickness. Surface. Grip. And the overall character we wanted the paddle to have on court. Because we do not believe design should create an expectation first and force the product to catch up later.

We prefer the opposite. Build the product first. Then decide what the design needs to say. Once the foundation of QUEST became clear, we finally faced a deceptively simple question: What should it look like? In the end, the answer felt very similar to the way we had developed the paddle itself.

Not by adding more. By continuing to remove.

02 /

We did not want the design to say too much

Performance products can become visually loud very quickly. Speed. Power. Spin. Control. Materials. Construction. Technology names. Every characteristic can become another graphic, another line, another texture, another claim. Eventually, the face of a paddle can start to look like a specification sheet.

That was not what we wanted for QUEST. Once the paddle is in your hand, adding more words to its face does not make it perform better. So we gave the visual design a simple rule: Only keep what deserves to be seen. LUCORAS. QUEST. The materials and specifications that genuinely help identify the product.

And the brand elements that belong there. Everything else has to answer one question: Why does this need to exist? If we cannot find a strong enough answer, we remove it.

03 /

We were not designing for the first glance

There is an obvious temptation in product design: use every tool available to win the first few seconds of attention. A larger logo. Stronger contrast. More complex graphics. More visual devices designed to stand out on a shelf or a screen. Those things can work. But QUEST was never intended to exist only at first sight.

We want it to be used for a long time. So we cared about another question:

Will you still want to look at it six months from now?

What about a year? After it has been through countless sessions, when the grip and edge no longer look exactly as they did on day one, will the design still feel like yours — or will it feel like a trend from a previous season? That is why visual impact was never our only objective.

We cared more about: restraint; proportion; order; and whether the design could continue to make sense with time.

04 /

Timeless does not mean anonymous

Minimalism has its own failure mode. It can become too safe. Too clean. So reduced that nothing remains. We did not want QUEST to become simply another black paddle that was impossible to dislike and equally impossible to remember. Restraint and lack of character are not the same thing.

The LUCORAS visual language has always been built around a tension: quiet on the outside; energy underneath. Our brand system uses deep, restrained tones and low visual noise so the product does not demand attention from across the room. Recognition comes through controlled details rather than visual volume.

QUEST follows that principle. It does not need to tell everyone on the court: look at me. But when you get closer, there should be enough intention to know that it is LUCORAS.

05 /

QUEST is more than a model name

We chose to give the word QUEST a meaningful place on the paddle. Because to us, it is more than an SKU. It describes the way the product was developed: compare; remove; reconsider; and keep asking what is worth keeping. But it also points to a more personal question: What are you really seeking?

We spend much of our lives pursuing things. More progress. Better performance. The next piece of equipment. The next target. Sport can temporarily make much of that disappear. When the ball arrives, there is only the next decision. Read. Move. Hit. Reset. So QUEST is not intended to represent restless pursuit.

For us, it represents a quieter kind of search: knowing what matters, and giving it your attention. That is why the name belongs on the paddle. Not simply as decoration. But as a note on what the product itself is about.

06 /

Specifications should inform, not advertise

We took a similarly restrained approach to technical information. Materials and specifications matter. But their job should be: to tell you what the product is. Not: to repeatedly tell you how advanced it wants to appear. We did not want QUEST to become a technical poster. Information that deserves to be present can be shown clearly and deliberately.

It should not overpower the brand. And it certainly should not overpower the object itself. It is a small design decision, but it reflects a broader belief: Information should clarify. Not decorate.

07 /

We also considered how the paddle would age

It is easy to design a new product while only looking at it when it is new. Renders are always clean. Fresh samples are always perfect. But a paddle that is actually used will not remain on day one forever. It goes into a bag. Rests against the court. Collects sweat, dust, marks and contact.

So we wanted the visual design to be able to live with use. Designs that rely heavily on delicate linework, dense graphics or surface decoration can lose their coherence quickly once wear begins to appear. That is another reason QUEST became more restrained as the design developed.

Fewer decorative elements that need protecting. Fewer details that only make sense while the product is untouched. A clearer visual structure that can remain legible as the paddle becomes part of someone's routine. We do not want people to feel they need to protect a piece of sports equipment from being used.

It is supposed to go to the court.

08 /

Two sides do not need to repeat the same sentence

We also did not want the two faces of the paddle to simply mirror one another. They can share the same visual order without being identical. Brand. Series. Material information. Construction information. Each can take a different level of emphasis. The purpose is not to manufacture a “front” and “back” gimmick.

It is simply to let the product reveal slightly different details depending on how it is held. From a distance, it should remain quiet. Up close, it should reward a second look. That is the visual rhythm we wanted for QUEST.

09 /

The hardest design decision is often knowing when to stop

Of course, we explored more. More lines. More graphics. More information. Stronger visual gestures. But as the design moved closer to QUEST, we found ourselves removing more rather than adding more. At a certain point, another element does not make a product more complete. It only makes it fuller.

And that creates one of the hardest questions in design: When is it enough? For QUEST, we eventually stopped asking: “What else could we add?” And started asking: “If we remove this, does the product lose anything?” If the answer is no, it probably did not need to be there.

10 /

Designing QUEST

In the end, the visual design of QUEST was guided by a few simple principles: Product first. Let the product earn its place before the design speaks. Only what matters. Keep only the information that deserves to remain. Quiet from a distance. Considered up close. Restraint at first glance. Detail when you look closer.

Designed beyond the first impression. Not designed only for day one. We hope that after someone has played with QUEST for a long time, they will not think: “This is a paddle I bought a while ago.” But instead: “This is the paddle I use.” For us, that matters more than winning the first glance.

Designed to stay.
Built to be used.

LUCORAS QUEST | Rise Within.
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