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.
Linking Researchers Across Generations
Future value
In the field, there is a continuous flow of information that consists of daily observations, insights, and data. How can I capture these data and thoughts in notes, maps, and images so that they will be of value both to me and to future generations of scientists?
Time capsules
In recording fieldwork I was creating my own time capsules.
Tools of the digital age
The myriad tools of the digital age that provide quick ways to capture words, images, and data have added to the perception that handwritten field notebooks are passé. As someone who routinely encounters objects that can speak to us over millions of years, I may have a bias towards things that have stood the test of time. That said, it is clear that there is still much to recommend preserving records and information in traditional paper field notes.
Over the course of my career, I have developed a habitual field note protocol in which a paper notebook is used both to record information and to integrate records made on standardized data sheets, in computer files, and in photographs.
Five basic rules
Five basic rules:
(1) Record your work as notes to your future self and colleagues.
Write notes so that someone fifty years from now (or more) will understand and be able to use the factual information you collected, perhaps for purposes quite different from the original reasons.
Clearly separate facts from interpretations so these are not confusing to a future reader.
(2) Establish a clear and consistent notebook format and process.
I always include the data, place, main activities or events, weather conditions, and other people involves. The day, month, and year is the most important link between that particular point in time and other people’s records, separate data sheets that I filled out myself, photos, and most important, collected specimens.
Documenting collecting strategies and protocols receives special attention. In the moment, these may seem like common knowledge for the field team, so sometimes no one bothers to write them out.
(3) Don’t lose your field records!
(4) Pack a camera, create a visual record.
No matter how many words you write to describe a fossil locality, you can’t beat an actual photo, taken on the spot, annotated in pen, and pasted into your notebook.
There is no substitute for a photograph you actually mark in “real time” in the field as the best way to preserve a lasting, accurate record for yourself, or for someone who has never seen the site or object in question.
(5) Learning through sketches and diagrams.
Photographs are great, but drawn what you see is a more powerful way to learn about spatial patterns and relationships.
Even if you are not an expert at drawing, you can make sketches that are much more informative than words would be.
Always include a scale, an orientation, and labels in your diagrams.
Bonewalks
Example of a standardized field data collection form used to record all the fossil bones encountered along a transect.
Informally I refer to these as “bonewalks.”
Microstratigraphic
A "microstratigraphic" diagram from Olorgesaille, Kenya.