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.
Introduction to Permaculture
The conscious design and maintenance of agriculturally productive systems which have the diversity, stability, and resilience of natural ecosystems. It is the harmonious integration of the landscape with people providing their food, energy, shelter and other material and non-material needs in a sustainable way.
About Permaculture
The word Permaculture is taken from the Latin Permanens–meaning to endure of persist through time and cultura–referring to cultures–coming together. Permaculture is an interdisciplinary design science in the field of sustainable system design, with sustainable defined as:
a system which over its lifetime produces energy equivalent to or in excess of what it consumes.
Permaculture ethics
Permaculture operates on three:
- Care of Earth
- Care of Species
- Return of Surplus to the first two
Using akido on the landscape
I have spoken, on a more mundane level, of using akido on the landscape, of rolling with the blows, turning adversity into strength, and using everything positively. The other approach is to karate the landscape, to try to make it yield by using our strength, and striking many hard blows. But if we attack nature we attack (and ultimately destroy) ourselves.
Permaculture principles
There are two basic steps to good permaculture design. The first deals with laws and principles, while the second is more closely associated with practical techniques.
The principles are inherent in any permaculture design, in any climate, and at any scale. They are, briefly:
- Relative location: every element is placed in relationship to another so that they assist each other
- Each element performs many functions.
- Each important function is supported by many elements.
- Efficient energy planning for house and settlement.
- Emphasis on the use of biological resources over fossil fuel resources.
- Energy recycling on site.
- Using and accelerating natural plant succession to establish favourable sites and soils.
- Polyculture and diversity of beneficial species for a productive, interactive system.
- Use of edge and natural patterns for best effect.
Design is a connection between things
The core of permaculture is design. Design is a connection between things. It's not water, or a chicken, or the tree. It is how the water, the chicken and the tree are connected. It's the very opposite of what we are taught in school. Education takes everything and pulls it apart and makes no connections at all. Permaculture makes the connection, because as soon as you've got the connection you can feed the chicken from the tree.
To enable a design component to function efficiently, we must put it in the right place.
Inputs and outputs
For things to work properly, we must remember that:
- The inputs needed by one element are supplied by other elements in the system; and
- The outputs needed by one element are used by other elements (including ourselves).
Each element performs many functions
Each element in the system should be chosen and placed so that it performs as many functions as possible.
Each important function is supported by many elements
Important basic needs such as water, food, energy, and fire protection should be served in two or more ways.
The wild energies
Sectors deal with the wild energies, the elements of sun, light, wind, rain, wildfire, and water flow. These all comes from outside our system and pass through it. For these, we arrange a sector diagram based on the real site, usually a wedge-shaped area that radiates from a centre of activity.
Elements are placed according to intensity of use, control of external energies, and efficient energy flow.
Turn them into cycles
Permaculture systems seek to stop the flow of nutrient and energy off the site and instead turn them into cycles, so that, for instance, kitchen wastes are recycles to compost; animal manures are directed to biogas production or to the soil; household greywater flows to the garden; green manures are turned into the earth; leaves are raked up around trees as mulch.
Time stacking
The British devised a system of farming in which pastures were broken up after the animals had been on them a few years. The pasture was plowed up and put into a high nutrient-demand crop, followed by a grain crop, followed by a root crop. One year it was left fallow to rest the soil. This was sustainable, but it took a long time to cycle.
Masanobu Fukuoka, that master strategist, deals with time stacking. He does not have to follow, because he never removes the main part of the crop from the soil. He starts the next crop before the last crop is finished.
The garden is a riot
In conventional agriculture, vegetation is kept at the weed or herb level using energy to keep it cut, weeded, tilled, fetilised, and even burnt; that is, we are constantly setting the system back and incurring work and energy-costs when we stop natural succession from occurring.
Instead of fighting this process, we can direct and accelerate it to build our own climax species in a shorter time.
There is no attempt to form the garden into strict neat rows; it is a riot of shrubs, vines, garden beds, flowers, herbs, a few small trees, and even a small pond. Paths are sinuous, and garden beds might be round, key-holed, raised, spiraled, or sunken.
We should not confuse order and tidiness
To the observer, this may seem like a very unordered and untidy system; however, we should not confuse order and tidiness. Tidiness separates species and creates work, whereas order integrates, reducing work and discouraging insect attack. European gardens, often extraordinarily tidy, result in functional disorder and low yield. Creativity is seldom tidy.
Perhaps we could say that tidiness is something that happens when compulsive activity replaces thoughtful creativity.
The number of ways in which things work
The importance of diversity is not so much the number of elements in a system; rather it is the number of functional connections between these elements. It is not the number of things, but the number of ways in which things work.
Species guilds
Guilds are made up of a close association of species clustered around a central element (plant or animal). This assembly acts in relation to the element to assist its health, aid in management, or buffer adverse environmental effects.
An edge is an interface
An edge is an interface between two mediums. Edges are places of varied ecology. There is hardly a sustainable traditional human settlement that is not sited on those critical junctions of two natural economies. Successful and permanent settlements have always been able to draw from the resources of at least two environments.
An edge is a sieve
The edge (boundary) acts as a net or sieve: energies or materials accumulate at edges, e.g. soil and debris are blown by wind against a fence; seashells form a line at the tide-marks on a beach; leaves accumulate at kerbsides in a city.
Everything works both ways
Disadvantages can be viewed as "problems" and we can take an energy-expensive approach to "get rid of the problem", or we can think of everything as being a positive resources: it us up to us to work out just how we can make use of it.
"Problems" can be intractable weeds, huge boulders lying on the perfect house site, and animals eating garden and orchard produce. How can we turn these into useful components of our system? Boulders on the perfect house site, for example, can be incorporated into the house itself, for beauty and as a heat storage system.
The quality of thought
It is the quality of thought and the information we use that determines yield, not the size or quality of the site.
Let the goals suggest themselves
There are several ways to start the design process, depending on your nature and needs. You can start out by defining your goals, as precisely as possible, and then look at the site with these goals in mind. Or you can take the site with all its characteristics (both good and bad), and let goals suggest themselves. Of the two questions—"What can I make this land do?"—or—"What does this land have to give me?"—the first may lead to exploitation of the land without regard to long-term consequences, while the second to a sustained ecology guided by our intelligent control.
Maps and observation
Maps are useful only when they are used in combination with observation. Never try to design a site by just looking at a map, even if it is thoroughly detailed with contour lines, vegetation, erosion gullies, and so on marked in.
Maps are never representative of the complex reality of nature. Remember, "The map is not the territory."
Reading the landscape
As we walk about a site and talk to people, we can note our observations. At this stage, we try to store the information we gain in some accurate way, carry a notebook, or a camera and tape-recorder, and make small sketches. The notes we end up with can later be used to devise design strategies.
We do not just see and hear, smell and taste, but we sense heat and cold, pressure, stress from efforts of hill-climbing or prickly plants, and find compatible or incompatible sites in the landscape. We note good views, outlooks, soil colours and textures. In face, we use (consciously) all our many senses and become aware of our bodies and responses.
Beyond this, we can sit for a time and notice patterns and processes: how some trees prefer to grow in rocks, some in valleys, others in grasslands or clumps. We see how water flows on the site, where fires have left scars, winds have bent branches or deformed the shape of trees, how the sun and shadows move, and where we find signs of animals resting, moving, or feeding. The site is full of information on every natural subject, and we must learn to read it well.
The group of blind mullahs
In a natural landscape, each element is part of the greater whole, a sophisticated and intricate web of connections and energy flows. If we attempt to create landscapes using a strictly objective viewpoint, we will produce awkward and dysfunctional designs because all living systems are more than just a sum of their parts. Our culture has tried to define the landscape scientifically, by collecting extensive data about its parts.
These methods are much like the group of blind mullahs in the Sufi tale, who try to describe an elephant.
If you have to do tedious work
If you have to stand somewhere doing tedious work, at least make it interesting.
The perverse arrangement of older houses
The main problem lies in the often perverse arrangement of older houses, which face the road rather than the sun, and in the mania for glass windows on all outside walls.
Always start at the doorstep
If you are having trouble knowing where to start, always start at the doorstep.
The American lawn
The American lawn uses more resources than any other agricultural industry in the world. The American lawn could feed continents if people had more social responsibility.
Why should it be indecent to have anything useful in the front half of your property or around the house where people can see it? Why is it low-status to make that area productive? The condition is peculiar to the British landscaping ethic; what we are really looking at here is a miniature British country estate, designed for people who had servants. It has become a cultural status symbol to present a non-productive facade. The lawn and its shrubbery is a forcing of nature and landscape into a salute to wealth and power, and has not other purpose or function.
The only thing that such designs demonstrate is that power can force men and women to waste their energies in controlled, menial, and meaningless toil.
From consumption to production
I see no other solution (political, economic) to the problems of mankind than the formation of small responsible communities involved in permaculture and appropriate technology. I believe that the days of centralised power are numbered, and that a re-tribalisation of society is an inevitable, if sometimes painful, process.
The greatest change we need to make is from consumption to production, even if on a small scale, in our own gardens.
People who force nature force themselves
People who force nature force themselves. When we grow only wheat, we become dough. If we seek only money, we become brass; and if we stay in the childhood of team sports, we become a stuffed leather ball.
To become a complete person, we must travel many paths, and to truly own anything, we must first of all give it away.
Eaves and sun