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.
Suburban Nation
A system for living
Unlike the traditional neighborhood model, which evolved organically as a response to human needs, suburban sprawl is an idealized artificial system. It is not without a certain beauty: it is rational, consistent, and comprehensive. Its performance is largely predictable. It is an outgrowth of modern problem solving: a system for living. Unfortunately, this system is already showing itself to be unsustainable.
The five components of sprawl
The dominant characteristic of sprawl is that each component is strictly segregated from the others.
- Housing subdivisions, also called clusters and pods
- Shopping centers, also called strip centers, shopping malls, and big-box retail
- Office parks and business parks
- Civic institutions
- Roadways
Subdivisions
Subdivisions can be identified as such by their contrived names, which tend toward the romantic—Pheasant Mill Crossing—and often pay tribute to the natural or historic resource they have displaced.
An unmade omelet
The successes of turn-of-the-century planning, represented in America by the City Beautiful movement, became the foundation of a new profession, and ever since, planners have repeatedly attempted to relive that moment of glory by separating everything from everything else. This segregation, once applied only to incompatible uses, is now applied to every use. A typical contemporary zoning code has several dozen land-use designations; not only is housing separated from industry but low-density housing is separated from medium-density housing, which is separated from high-density housing. Medical offices are separated from general offices, which are in turn separated from restaurants and shopping.
As a result, the new American city has been likened to an unmade omelet: eggs, cheese, vegetables, a pinch of salt, but each consumed in turn, raw.
Beauty and function
In truth, a lot of sprawl—primarily affluent areas—could be considered beautiful. This raises a fundamental point: the problem with suburbia is not that it is ugly. The problem with suburbia is that, in spite of all its regulatory controls, it is not functional: it simply does not efficiently serve society or preserve the environment.
Six qualities of traditional neighborhoods
- The center
- The five-minute walk
- The street network
- Narrow, versatile streets
- Mixed use
- Special sites for special buildings
Market segments
The segregation of housing by “market segment” is a phenomenon that was invented by developers who, lacking a meaningful way to distinguish their mass-produced merchandise, began selling the concept of exclusivity: If you live within these gates, you can consider yourself a success.
Cookie cutter
One term that gets a lot of play these days is “cookie cutter.” Developers are mortified about the way this term is used to describe their subdivisions, and they expend a good deal of energy—and money—avoiding it. As much as 20 percent of their construction budget goes toward the application of superficial variety—different shapes, colors, window types, different styles of tack-on ornament, French Provincial next door to California Contemporary. But these efforts are in vain, because beneath the surface articulation is a relentless repetition of the same building. The best way to create real variety is to vary not the architectural style but the building type. Indeed, in places like Georgetown, styles vary only slightly, but one never hears the term cookie cutter, thanks to the wide range of building types.
Worthwhile destinations
Pedestrian life cannot exist in the absence of worthwhile destinations that are easily accessible on foot. This is a condition that modern suburbia fails to satisfy, since it strives to keep all commercial activity well separated from housing.
The twenty-minute house
Despite the way that it sounds, the “twenty-minute house” is not a derogatory label. Quite the opposite—it refers to the fact that a house has only twenty minutes to win the affection of a potential buyer, since that is the average length of a realtor visit. The building industry has responded to this phenomenon by creating a product that is at its best for the first twenty minutes that one is in it.
Like trying to cure obesity by loosening your belt
“Trying to cure traffic congestion by adding more capacity is like trying to cure obesity by loosening your belt.”
Homebuilders
The term homebuilder describes the house as a product that exists independent of its context. This approach would be appropriate if houses floated freely in space, or in some other environment where actual interaction between neighbors was neither possible nor desired. But houses are not meant to exist in isolation, so to think of the individual house as the ultimate outcome of the builder’s craft robs that craft of its broader significance.
The cul-de-sac kid
In this environment where all activities are segregated and distances are measured on the odometer, a child’s personal mobility extends no farther than the edge of the subdivision. Even the local softball field often exists beyond the child’s independent reach.
The result is a new phenomenon: the “cul-de-sac kid,” the child who lives as a prisoner of a thoroughly safe and unchallenging environment.
This “isolation and boredom” is the outcome of an environment that fails to provide teenagers with the ordinary challenges of maturing, developing useful skills, and gaining a sense of self.
On-site parking
Most cities require new and renovated buildings to provide their own parking on site. This is probably the single greatest killer of urbanism in the United States today. It prevents the renovation of old buildings, since there is inadequate room on their sites for new parking; it encourages the construction of anti-pedestrian building types in which the building sits behind or hovers above a parking lot; it eliminates street life, since everyone parks immediately adjacent to their destination and has no reason to use the sidewalk; finally, it results in a low density of development that can keep a downtown from achieving critical mass.
Architectural mysticism
In response to their growing sense of insignificance, some architects have tried to regain a sense of power through what can best be described as mysticism. By importing arcane ideas from unrelated disciplines—such as contemporary French literary theory (now outdated) —by developing illegible techniques of representation, and by shrouding their work in inscrutable jargon, designers are creating increasingly smaller realms of communication, in order that they might inhabit a domain in which they possess some degree of control. Nowhere is this crisis more evident than in the most prestigious architecture schools.
Globally, locally, regionally
Think globally, act locally, but plan regionally.