The fire of oak logs which burned day and night for six months became the focal point of our family life.
...It is inevitable that the English word "home" cannot be translated directly into French. The nearest equivalent in French is the word foyer, the hearth.
We can easily imagine from our own experience why fire might be used as a symbol of the life of a house and the family that lives there. The fire was certainly the most lifelike element of the house: it consumed food and left behind waste; it could grow and move seemingly by its own will; and it could exhaust itself and die. And most important it was warm, one of the most fundamental qualities that we associate with our own lives. When the fire dies, its remains become cold, just as the body becomes cold when a person dies. Drawing a parallel to the concept of the soul that animates the physical body of the person, the fire, then, is the animating spirit for the body of the house.
During the Renaissance, the five senses were understood to form a hierarchical system from the highest sense of vision down to touch. Vision was correlated to fire and light, hearing to air, smell to vapour, taste to water, and touch to earth.
Perhaps the human fascination with fire stems from the totality of its sensory stimulation. The fire gives a flickering and glowing light, ever moving, ever changing. It crackles and hisses and fills the room with the smells of smoke and wood and perhaps even food. It penetrates us with its warmth. Every sense is stimulated and all of their associated modes of perception, such as memory and an awareness of time, are also brought into play, focused on the one experience of the fire. Together they create such an intense feeling of reality, of the "here and nowness" of the moment, that the fire becomes completely captivating.
In my opinion, what makes a designer competent is precisely their ability to credibly justify their conclusions. If you can’t do this as a designer—no matter how successful your results are—then neither I nor anybody else can tell if you aren’t just picking things at random.
What I am proposing, then, is no less than to make a designer’s entire line of reasoning a matter of permanent record. On the surface is the familiar set of prescriptions, components, examples and tutorials, like you would expect out of any such artifact. Attached to every element, though, is a little button that says You click it, and it tells you. The proximate explanation will probably not be very satisfying, so you click on the next until you get to the end, at which point you are either satisfied with the explanation, or you aren’t.