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.
Contrasting Concepts of Harmony in Architecture
The realm of feeling
Alexander: If you say: "Well, look, you're a feeling type, and I'm a thinking type, so let's not discuss that because we are always going to be on different sides", then it removes from this discussion what I feel to be the absolute heart and soul of the matter when it comes to buildings. Now I don't want to deny at all what you are saying about personalities. But I really cannot conceive of a properly formed attitude towards buildings, as an artist or a builder, or in any way, if it doesn't ultimately confront the fact that buildings work in the realm of feeling.
Panic
Alexander: It never occurred to me that someone could so explicitly reject the core experience of something like Chartres. It's very interesting to have this conversation. If this weren't a public situation, I'd be tempted to get into this on a psychiatric level. I'm actually quite serious about this. What I'm saying is that I understand how one could be very panicked by these kinds of feelings. Actually, it's been my impression that a large part of the history of modern architecture has been a kind of panicked withdrawal from these kinds of feelings, which have governed the formation of buildings over the last 2000 years or so.
Why that panicked withdrawal occurred, I'm still trying to find out. It's not clear to me. But I've never heard somebody say, until a few moments ago, someone say explicitly: "Yes, I find that stuff freaky. I don't like to deal with feelings. I like to deal with ideas.”
The pitched roof
Eisenman: I would argue that the pitched roof is – as Gaston Bachelard points out – one of the essential characteristics of "houseness". It was the extension of the vertebrate structure which sheltered and enclosed man. Michel Foucault has said that when man began to study man in the 19th century, there was a displacement of man from the center. The representation of the fact that man was no longer the center of the world, no longer the arbiter, and, therefore, no longer controlling artifacts, was reflected in a change from the vertebrate-center type of structure to the center-as-void.
The trick of little machines
Alexander: Up until about 1600, most of the world views that existed in different cultures did see man and the universe as more or less intertwined and inseparable ... either through the medium of what they called God or in some other way. But all that was understood. The particular intellectual game that led us to discover all the wonders of science forced us to abandon temporarily that idea. In other words, in order to do physics, to do biology, we were actually taught to pretend that things were like little machines because only then could you tinker with them and find out what makes them tick. That's all fine. It was a tremendous endeavor, and it paid off.
But it may have been factually wrong. That is, the constitution of the universe may be such that the human self and the substance that things made out of, the spatial matter or whatever you call it, are much more inextricably related than we realized. Now, I am not talking about some kind of aboriginal primitivism. I am saying that it may actually be a matter of fact that those things are more related than we realize. And that we have been trained to play a trick on ourselves for the last 300 years in order to discover certain things. Now, if that's true – there are plenty of people in the world who are beginning to say it is, by the way, certainly in physics and other related subjects – then my own contribution to that line of thought has to do with these structures of sameness that I have been talking about.
In other words, the order I was sketching out last night is ultimately, fundamentally an order produced by centers or wholes which are reinforcing each other and creating each other. Now, if all of that is so, then the pitched roof would simply come about as a consequence of all that – not as an antecedent. It would turn out that, in circumstances where one is putting a roof on a building, in the absence of other very strong forces that are forcing you to do something different, that is the most natural and simple roof to do. And, therefore, that kind of order would tend to reappear – of course, in a completely different, modern technological style – simply because that is the nature of order, not because of a romantic harkening back to past years.
Merely a building
Eisenman: Le Corbusier once defined architecture as having to do with a window which is either too large or too small, but never the right size. Once it was the right size it was no longer functioning. When it is the right size, that building is merely a building. The only way in the presence of architecture that is that feeling, that need for something other, when the window was either too large or too small.
Fucking up the world
City Hall by Rafael Moneo, Logroño, La Rioja, Spain.
Alexander : At least my experience tells me, that when a group of different people set out to try and find out what is harmonious, what feels most comfortable in such and such a situation, their opinions about it will tend to converge, if they are mocking up full-scale, real stuff. Of course, if they're making sketches or throwing out ideas, they won't agree. But if you start making the real thing, one tends to reach agreement. My only concern is to produce that kind of harmony.
The thing that strikes me about your friend's building – if I understood you correctly – is that somehow in some intentional way it is not harmonious. That is, Moneo intentionally wants to produce an effect of disharmony. Maybe even of incongruity.
Eisenman: That is correct.
Eisenman: I find that incomprehensible. I find it very irresponsible. I find it nutty. I feel sorry for the man. I also feel incredibly angry because he is fucking up the world.
A good table
Eisenman: Tolstoy wrote about the man who had so many modern conveniences in Russia that when he was adjusting the chair and the furniture, etc., that he was so comfortable and so nice and so pleasant that he didn't know – he lost all control of his physical and mental reality. There was nothing. What I'm suggesting is that if we make people so comfortable in these nice little structures of yours, that we might lull them into thinking that everything's all right, Jack, which it isn't. And so the role of art or architecture might be just to remind people that everything wasn't all right.
Alexander: I can't, as a maker of things, I just can't understand it. I do not have a concept of things in which I can even talk about making something in the frame of mind you are describing. I mean, to take a simple example, when I make a table I say to myself: "All right, I'm going to make a table, and I'm going to try to make a good table." And of course, then from there on I go to the ultimate resources I have and what I know, how well I can make it. But for me to then introduce some kind of little edge, which starts trying to be a literary comment, and then somehow the table is supposed to be at the same time a good table, but it also is supposed to be I don't know what; a comment on nuclear warfare, making a little joke, doing various other things... I'm practically naive; it doesn't make sense to me.