So: it is perfectly true that contemporary traditional architecture tends to be structurally dishonest. But traditional architecture has always tended to be structurally dishonest. So if this is what makes contemporary traditional architecture pastiche, then most traditional architecture has been pastiche since the faux timbering of the Parthenon. Contemporary traditional architects have most of the great builders of our history as their companions in guilt.
What has emerged here is that although survivorship bias probably does contribute to that to some extent, it is not the main explanation: premodern buildings may on average have been a bit less beautiful than those that have survived, but they still seem to have been ugly far less often than recent buildings are.
The survivorship theory sought to explain the apparent rise of ugliness in terms of a bias in the sample of buildings we are observing. There is another kind of bias theory, which seeks to explain it in terms of a bias in the observer, saying for instance that every generation is disposed to find recent buildings uglier than older ones, and that this is why recent buildings seem so to us. This is a complex and interesting idea, which I am not going to assess on this occasion. Suppose, though, that our eyes are to be trusted. If this is so, strange and eerie truths rise before us: that ugly buildings were once rare, that the ‘uglification of the world’ is real and that it is happening all around us.
We designers love artboards. From rough UI sketches to high fidelity mockups, we see ourselves as visual artists expressing ideas on artboards that have a pre-defined width and height. To start a new project, we declare the size of the artboard in the first step.
What about responsive design? Not a problem! We diligently design on three artboards — one for mobile, one for tablet, and one for desktop — with content elegantly adapting, scaling, reflowing, reordering, and reprioritizing. We proudly hand off the artboards to developers while patting ourselves on the back: this is how responsive design should be done.
After weeks of arduous engineering, the product finally comes out. We find, to our great dismay, that some copy is hanging off the grid, the focal point of the hero image has been cropped out, the font sizes don’t even come close to the type ramp. What went wrong? Can’t the developers just see everything on all those artboards?