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, âCan this constraint now be removed because the world has changed? Can it be entirely circumvented by working outside the design space?â
The momentum of making
Limitations narrow a big process into a smaller, more understandable space to explore. Itâs 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.
âDesignâ is now âProductâ
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 âcreativityâ; 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 designâthe power to define constraintsâis a privileged political position within an organization, and not everybody can occupy it. In other words, the âseat at the tableâ 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 doesnât matter what your title is; Jobs is the designer in that scenario.
- ââSteve Jobsââ
Delight is constraints, joyfully embraced
An Article by Craig ModAnd what is delight? For me, delight is born from a toolâs 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 thereâs 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 playedâand adoredâby 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 processorâbut Pentium is preferred.
- Ad Lib or PC speaker supportedâbut Sound Blaster is best.
- Show up to the party with at least 4 megabytes of RAMâbut 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
AÂ 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.
Gods of the Word
Imagine that we had no voice and no tongue
Socrates: Imagine that we have no voice and no tongue, but want to communicate with one another. Wouldnât we like the deaf and the dumb make signs with the hands and the head and the rest of the body?
Hermogenes: There would be no choice, Socrates.
Socrates: We would imitate the nature of the thing: lifting the hands to heaven would mean lightness and upwardness. Heaviness and downwardness would be expressed by letting them drop toward the ground...
Hermogenes: I donât see that we could do anything else.
Socrates: And when we want to express ourselves with the voice or tongue or mouth, the expression is simply their imitation of what we want to express?
Hermogenes: I think, it must be so.My name
âI am the utterance of my name.â
â Thunder, Perfect Mind, The Nag Hammadi Library
Reference and Is-ness
There are at least two aspects to what we have traditionally called the meaning of a word. One aspect is reference, and the other is something I will call âinherent meaningâ following Ullman (1963). Inherent meaning is âIs-nessâ meaning. Inherent meaning is a wordâs identity, and reference merely its resumĂ©, where it has gone and what it has done, an itemization of its contexts. âIs-nessâ is unifying. Each word has a single pronunciation, a single inherent meaning. But reference is divisive. It makes what was one thing â the word â appear to be many things â its senses. It is inherent meaning which gives all those multifarious senses the power of being a single word.
It flows out and fills
This deeper meaning of a word isnât confined to what we think of as a dictionary definition. Rather it flows out and fills all the space available to it. Although a basic sense does affect the dynamics of a word, it has no power over its essence. Like the captain of a ship, it can control the crewâs actions, but not their minds. Each word has an aspect of meaning which lies deeper than any of its senses, and it is fundamentally on this meaning that all the senses depend.
No less than a Zeus
I too am a true believer in the autonomy of the archetype. A
/t/
or an/h/
is no less than a Zeus. The consonants are not essentially physical, but they live, evolve and influence human affairs. We overlook something essential if we deny that they can get up and walk around. This is not to say that their existence is independent of the human psyche. But then everything depends on everything.Like a prism
When you look at phonemes, you look through the perspective of morphemes, which are one linguistic level higher. The higher level is like a prism that splits the light in two. What was one thing, like âlengthâ at the phoneme level, looks like two opposite things âlongâ and âshortâ from the perspective of the morphemes. In practice, when you find both a word and its opposite, then the phoneme is not about either of these two things, but about what is common to them.
Fracturing
If we step back and view from afar this process of One-ness and Is-ness to fracturing and interpretation â of inherent meaning to reference, it follows that what lies at the foundation of language is simply what it is â sound â free of reference and interpretation. What makes what we know as language from its sound is fracturing and interpretation or using a word for a function other than what it simply is.
To evolve the language itself
So in the process of talking, we might say we are putting words in slightly new contexts, and then testing them against our peers to see if our experiment in juxtaposition had âmeaning. If we succeed, we have introduced new contexts for the words we use. These contexts will be taken up by our listeners, and will gradually become clearly enough defined to be thought of as referents. Once our words gain new referents, they start affecting the underlying phonosemantic structure of the language, the clustering patterns, the network of semantic relations. That is, the purpose of talking in the long run is to evolve the language itself.
Scooting over
There is at this point no evidence that acquired characteristics can be inherited. It is held that all changes to a genome are random, and cannot be subject to any higher principle. However, when a word is used in a new context, as it is whenever we say something new, a new sense is permitted. This does affect the phonosemantic structure, the linguistic DNA. Words in the vicinity of this word âscoot overâ to make room and allow themselves to be influenced by its philosophy. The language itself is now different.
The element becomes a sign
Each unit can be seen purely as form, as what it is. Or it can be viewed as having a function. Its function is only understandable within the next higher level of organization. And in every case, function must succumb to the constraints of form. Once this worldly function is assigned, the element becomes a âsignâ. It falls into the realm of concept. There is a mapping from one thought system to another.
The demand of a new word
Why are these phonosemantic classes enough, and we need neither more nor less? Why are these consonants enough, and we need neither more nor less? What determines the need for a new word? How is this demand âfeltâ by a language? How did the metabolic pathways of American English recognize that âjerkâ and âtwerpâ and âpunkâ and ânitwitâ and âdorkâ and âassâ and âgoonâ and âtwitâ and âdodoâ and âbumâ and ânerdâ and âdunceâ and âturdâ and âboobâ and âchumpâ and âbitchâ and âbastardâ and âprudeâ and so on and so forth simply were not equal to the task? We had to add âturkeyâ and âsquirrelâ as well?