Constraints
The minimum condition
You can almost tell which software they were designed in
One brick
To abandon control
Constrained by the medium
The fountainhead of beauty
Freedomless freedom
Hand and brain design
The 1916 Zoning Resolution
Autonomous constraints
When Movable Type ate the blogosphere
Any imaginable shape
A normal wooden pencil
Every exit is an entrance somewhere
When design gets too easy
Design has invariably exhibited styles because some clear limitations on freedom of choice are psychologically necessary to nearly all designers. When design gets too easy it becomes difficult.
Changing constraints
The Constraints Keep Changing
The explicit listing of known constraints in the design program helps here. The designer can periodically scan the list, asking, “Can this constraint now be removed because the world has changed? Can it be entirely circumvented by working outside the design space?”
The momentum of making
Limitations narrow a big process into a smaller, more understandable space to explore. It’s the difference between swimming in a pool and being dropped off in the middle of the ocean with no land in sight. Those limitations also become the basis for the crucial first steps in improvisation. After those, the momentum of making accelerates as ideas are quickly generated without judgment.
Necessity
Loos's need to respond positively to the difficulties he encountered appeared in the errors that occurred during the construction of the Villa Moller. When the foundations were not laid as specified, he could not afford to dig them up and start again; instead, Loos thickened the form of one side wall to accommodate the mistake, making the thickened wall and emphatic side frame for the front. The formally pure properties of Villa Moller were achieved by working with many similar mistakes and impediments Loos had to take as facts on the ground; necessity stimulated his sense of form. Wittgenstein, knowing no financial necessity, had no such creative dialogue between form and error.
“Design” is now “Product”
An Article by Dorian TaylorDesign has very little to do with what tools or methodologies you use, or what your job title is, or what you have a degree in, or even anything like “creativity”; design is about your relationship to constraints. Rather: to what extent are you defining constraints rather than just obeying them? Design is about taking a universe of possibilities and converging onto exactly one outcome. Being handed a set of constraints which you treat like immutable laws of physics (because many of them are) and solving within that envelope is what engineering is. To wit: what most designers are doing most of the time is actually a form of engineering, and engineers are always doing at least some design.
This is because genuine design—the power to define constraints—is a privileged political position within an organization, and not everybody can occupy it. In other words, the “seat at the table” comes first. Design is Steve Jobs infamously dropping an iPod prototype into his fish tank, pointing at the bubbles coming out and yelling at his staff to make it thinner. It doesn’t matter what your title is; Jobs is the designer in that scenario.
Delight is constraints, joyfully embraced
An Article by Craig ModAnd what is delight? For me, delight is born from a tool’s intuitiveness. Things just working without much thought or fiddling. Delight is a simple menu system you almost never have to use. Delight is a well-balanced weight on the shoulder, in the hand. Delight is the just-right tension on the aperture ring between stops. Delight is a single battery lasting all day. Delight is being able to knock out a 10,000 iso image and know it'll be usable. Delight is extracting gorgeous details from the cloak of shadows. Delight is firing off a number of shots without having to wait for the buffer to catch up. Delight is constraints, joyfully embraced.
The Design Diagram
An Idea by Charles Eames & Ray EamesThis Eames drawing, often referred to as the Design Diagram, was created for a 1969 exhibition at the Louvre entitled, What is Design? Charles and Ray mailed it to the exhibition curator to augment their answers to a series of questions she had posed.
Recognizing Constraints
An Article by Jeremy WagnerSuper Nintendo games were the flavor of the decade when I was younger, and there’s no better example of building incredible things within comparably meager constraints. Developers on SNES titles were limited to, among other things:
- 16-bit color.
- 8 channel stereo output.
- Cartridges with storage capacities measured in megabits, not megabytes.
- Limited 3D rendering capabilities on select titles which embedded a special chip in the cartridge.
Despite these constraints, game developers cranked out incredible and memorable titles that will endure beyond our lifetimes. Yet, the constraints SNES developers faced were static. You had a single platform with a single set of capabilities. If you could stay within those capabilities and maximize their potential, your game could be played—and adored—by anyone with an SNES console.
PC games, on the other hand, had to be developed within a more flexible set of constraints. I remember one of my first PC games had its range of system requirements displayed on the side of the box:
- Have at least a 386 processor—but Pentium is preferred.
- Ad Lib or PC speaker supported—but Sound Blaster is best.
- Show up to the party with at least 4 megabytes of RAM—but more is better.
Embracing design constraints
An Article by Adrian RoselliConstraints have been shown to generally improve innovation. Giving targets and parameters helps ensure a team is working in unison. Identifying what is out of bounds can further focus that team.
The Microsoft Sound
A Quote by Brian EnoThe thing from the agency said, "We want a piece of music that is inspiring, universal, blah- blah, da-da-da, optimistic, futuristic, sentimental, emotional," this whole list of adjectives, and then at the bottom it said "and it must be 3 1/4 seconds long."
I thought this was so funny and an amazing thought to actually try to make a little piece of music. It's like making a tiny little jewel.
In fact, I made 84 pieces. I got completely into this world of tiny, tiny little pieces of music. I was so sensitive to microseconds at the end of this that it really broke a logjam in my own work. Then when I'd finished that and I went back to working with pieces that were like three minutes long, it seemed like oceans of time.
Cubed
A dry, husky business
Despite the furor over their aggressive unmanliness, clerks, and with them the office, crept silently into the world of nineteenth-century America. Moral philosophers were mostly preoccupied with the clang of industrialization and its satanic mills, and most regarded as negligible the barely audible scratch of pens across ledgers and receipts that characterized the new world of clerical work. It was only a “dry, husky business,” as the narrator of Bartleby had it.
A segment of the enormous file
As office buildings grew taller, and flammability became a problem, steel file cabinets replaced wooden ones – the tall cabinets mimicking the shape of the skyscraper, such that the “file” seemed to be a metaphorical stand-in for the office itself. “Each office within the skyscraper,” C. Wright Mills would argue some years later, “is a segment of the enormous file, a part of the symbolic factory that produces the billion slips of paper that gear modern society into its daily shape.” Aldous Huxley, in his dystopian novel Brave New World, could imagine no more powerful symbol of a totally bureaucratized world than the idea of each person having his or her name on a file.
Taylorism
“In the past the man has been first. In the future the system must be first.” — Fred W. Taylor
Taylorism was a way of thinking that came at the expense of the workers’ own knowledge of their system. Taylor summed up his philosophy thus:
“It is only through enforced standardization of methods, enforced adoption of the best implements and working conditions, and enforced cooperation that this faster work can be assured. And the duty of enforcing the adoption of standard and enforcing this cooperation rests with the management alone.”
The unscripted practices of the old offices would remain, but as a kind of subterfuge: in the future, a leisurely pace wouldn’t be the norm; time would not be given, but stolen.
Divided against itself
By separating knowledge from the basic work process (“the separation of conception from execution,” as Harry Braverman once put it), in the factory as well as the office, the ideology of Taylorism all but ensured a workplace divided against itself, both in space and in practice, with a group of managers controlling how work was done and their workers merely performing that work.
Somewhat more dangerously, this division put into serious doubt the notion that office workers were, as a whole, on the way up. It became increasingly clear from the shape of the offices themselves, and from the distance between the top and the bottom rungs of the “ladder”, that some workers were never going to join the upper layers of management. For some, work was always, frankly, going to suck.
Form follows finance
The formula that Sullivan coined to explain this individualist-conformist principle has become a commonplace of architectural history: “Form follows function.” The envelope of the building was to reflect no particular style, no empty ideal, but rather, with as pure a transparency as possible, the shape and feel of the interior. It was the office that determined the skyscraper – a fact that might have had a beneficial effect on the form of the office itself.
But the result was the opposite: few conceptions of the office have had a more deleterious effect on the human work environment. The title of an influential work by the architectural historian Carol Willis gives us a better, if less palatable, explanation: Form follows Finance. For by and large, making an office “functional” had less to do with making it serve the needs of a particular corporation and much more with serving any corporation. The point was not to make an office building per specification of a given company, but rather to build for an economy in which an organization could move in and out of a space without any difficulty. The space had to be eminently rentable.
Serendipity
This was not meant to be like Bell Labs; there were no expectations that the clerical workers would run into their managers in a “serendipitous encounter” and produce a new innovation. The ideas was rather to create a workplace in which status barriers seemed to dissolve, in which participation and friendliness all around made the work environment look less like the white-collar factory it was.
Office survival
“The caveman was undoubtedly very pleased to find a good cave but he also undoubtedly positioned himself at the entrance looking out. Protect your back but know what is going on outside is a very good rule for survival. It is also a good survival rule for life in offices.” — Robert Propst, The Office: A Facility Based on Chicago
The office landscape
An organic, almost forest-like office layout.
There is an affinity with certain planned “landscapes” of the natural world – namely, the classic Italian Baroque garden. In the sample plans the Schnelle brothers devised, the arrangement of desks seems utterly chaotic, totally unplanned – a mess, like a forest of refrigerator magnets. But, as with the seemingly “wild” overgrowth of a “natural” garden, the office landscape is more thoroughly planned than any symmetrical and orderly arrangement of desks. Imaginary lines wend their way around every cluster, delineating common pools of activity; between and through the undergrowth of clusters are invisible, sinuous paths of work flow.
Open-plan the world
In the end, noise would always be a problem, when quiet was not placed at a premium. Interaction and communication were conceived of as norms in the landscaped office; introspection and concentration were sidelines. In the rush to open-plan the world, some crucial values for the performance of work were lost.
The cubicle
The cubicle had the effect of putting people close enough to each other to create serious social annoyances, but dividing them so that they didn’t actually feel that they were working together. It had all the hazards of privacy and sociability but the benefits of neither. It got so bad that nobody wanted them taken away; even those three walls offered some kind of psychological home, a place one could call one’s own. All these factors could deepen the frenzied solitude of an office worker.
Chilled-out anxiety
Working in the typical dot-com office was an admixture of frenetic pace and a relaxed overall atmosphere, exemplifying that chilled-out anxiety which was the general mood of the 1990’s.
A resource
The office, Chiat argued, had become the site of a turf war, not a place to do work. Changing the office “means focusing on doing great work instead of focusing on agency politics,” he argued. “You come to work because the office is a resource.”