interfaces
An open platform is essential
Web trails
gridless.design
A Website by Donnie D'Amatoget rid of the grid
Blasphemy, I need structure and order!"
The web is good at these things, just not in the ways that designers have been accustomed to working. We'll take a look at how we got here and how we might change our perspective. Let's think outside of the grid and allow other guidelines to provide a comprehensive layout.
Web Design is 95% Typography
An Article by Oliver Reichenstein95% of the information on the web is written language. It is only logical to say that a web designer should get good training in the main discipline of shaping written information, in other words: Typography.
Why Do All Websites Look the Same?
An Article by Boris MüllerOn the visual weariness of the web.
Cloudbusting
An Article by Daisy AliotoIt is fun to revisit memories this way, a digital stamp in my weather passport, where everything can be contained in a forecast and Stockholm sits between Vilnius and London by sheer chance. It has also been a way to feel close to people I love while traveling, to know whether it is raining where they are.
As with most technology, this is artistry by committee. There is no Thomas Cole waiting in the wings. But someone has to animate the stars, to decide when to streak one across the screen–to play god in our pockets.
Always Already Programming
An Article by Melanie HoffEveryone who interacts with computers has in important ways always already been programming them.
Every time you make a folder or rename a file on your computer, the actions you take through moving your mouse and clicking on buttons, translate into text-based commands or scripts which eventually translate into binary.
Why are the common conceptions of what a programmer and user is so divorced from each other? The distinction between programmer and user is reinforced and maintained by a tech industry that benefits from a population rendered computationally passive. If we accept and adopt the role of less agency, we then make it harder for ourselves to come into more agency.
The Finish Fetish Artists
An EssayFor others, perhaps especially those artists who worked with light and transparency and were involved in the birth of the Light and Space Movement, an immaculate surface is a prerequisite. Helen Pashgian explained this very clearly:
“On any of these works, if there is a scratch... that’s all you see. The point of it is not the finish at all – the point is being able to interact with the piece, whether it is inside or outside, to see into it, to see through it, to relate to it in those ways. But that’s why we need to deal with the finish, so we can deal with the piece on a much deeper level”.
The importance of a pristine surface calls for a very low tolerance to damage by the artists. The feeling is shared by Larry Bell:
“I don’t want you to see stains on the glass. I don’t want you to see fingerprints on the glass... I don’t want you to see anything except the light that’s reflected, absorbed, or transmitted”
Spatial Software
An Article by John PalmerSpatial Interfaces
An Essay by John PalmerSoftware applications can utilize spatial interfaces to afford users powerful ways of thinking and interacting. Though often associated with gaming, spatial interfaces can be useful in any kind of software, even in less obvious domains like productivity tools or work applications. We will see spatial interfaces move into all verticals, starting with game-like interfaces for all kinds of social use-cases.
Spatial Web Browsing
An Article by Maggie AppletonThere are some new apps appearing that offer alternative ways of browsing the web...This canvas-based approach adds spatial dimension to the web browsing experience; they allow us to arrange browser windows above, below, to the left, and right of other browser windows.
The same way we're able to put an open book next to a piece of paper and below a row of sticky notes in meatspace. Arranging objects in space to create groupings, indicate relationships, and build hierarchies is one of those classical human skills that never goes out of style.
How I Build
An Article by Pirijan KetheswaranIn 2014, I wrote about my belief that design and engineering are best when tightly woven together. That’s truer now than ever.
If I’m feeling confident, I’ll jump right into my text editor…From here, more functionality is added and the code is tweaked until the feature looks and feels right to me. Whether it’s something simple like this, or prototyping a new interaction like multi-connect, there’s no substitute for designing with real code.
In rare cases when I have ideas or plans that I’m less confident about, it’s time to break out the paper, pens, and markers,
Because the Kinopio interface elements and aesthetic are full-grown, I almost never use traditional design software anymore.
In search of visual texture
An Article by Rachel PruddenI’m now more inclined to attribute Looseleaf’s power to its visual texture than to some cognitive media-style abstraction. And the visual texture owes more to the beauty (yes, beauty!) of the original pdfs from the Vasulka Archive. Perhaps the demo is best understood not as a prototype generic tool, but as a specific curated experience in its own right, with form and content claiming equal importance in its overall success.
Even so, I think there are some general lessons that can be drawn from this demo:
- Content is not inert
- Visual texture lets content breathe
- Visual texture lets the eye wander without losing itself
Menus, Metaphors and Materials: Milestones of User Interface Design
An Article by Boris MüllerStudents traditionally learn art and design by studying the masters, analyzing, sketching and interpreting the grand visions of the past. In doing this, they get to understand the ideas, concepts and motivations behind the visual form.
In user interface design, this practice is curiously absent.
press.stripe.com
A WebsiteStripe partners with millions of the world’s most innovative businesses. These businesses are the result of many different inputs. Perhaps the most important ingredient is “ideas.”
Stripe Press highlights ideas that we think can be broadly useful. Some books contain entirely new material, some are collections of existing work reimagined, and others are republications of previous works that have remained relevant over time or have renewed relevance today.
Embracing Asymmetrical Design
An Article by Ben NadelHumans love symmetry. We find symmetry to be very attractive. Our brains may even be hard-wired through evolution to process symmetrical data more efficiently. So, it's no surprise that, as designers, we try to build symmetry into our product interfaces and layouts. It makes them feel very pleasant to look at.
Unfortunately, data is not symmetrical…Once you release a product into "the real world", and users start to enter "real world data" into it, you immediately see that asymmetrical data, shoe-horned into a symmetrical design, can start to look terrible.
To fix this, we need to lean into an asymmetric reality. We need to embrace the fact that data is asymmetric and we need to design user interfaces that can expand and contract to work with the asymmetry, not against it. To borrow from Bruce Lee, we need to build user interfaces that act more like water:
“You must be shapeless, formless, like water. When you pour water in a cup, it becomes the cup. When you pour water in a bottle, it becomes the bottle. When you pour water in a teapot, it becomes the teapot. Water can drip and it can crash. Become like water my friend.” — Bruce Lee
Changing Our Development Mindset
A Fragment by Michelle BarkerWe simply can no longer design and develop only for “optimal” content or browsing conditions. Instead, we must embrace the inherent flexibility and unpredictability of the web, and build resilient components. Static mockups cannot cater to every scenario, so many design decisions fall to developers at build time. Like it or not, if you’re a UI developer, you are a designer — even if you don’t consider yourself one!
...Sometimes interpreting a design means asking the designer to further elaborate on their ideas (or even re-evaluate them). Other times, it means making design decisions on the fly or making recommendations based on our knowledge and experience.
AJDVIV
A WebsiteThe Fidelity Curve
An Article by Ryan SingerHow do we choose which level of fidelity is appropriate for a project?
I think about it like this: The purpose of making sketches and mockups before coding is to gain confidence in what we plan to do. I’m trying to remove risk from the decision to build something by somehow “previewing” it in a cheaper form. There’s a trade-off here. The higher the fidelity of the mockup, the more confidence it gives me. But the longer it takes to create that mockup, the more time I’ve wasted on an intermediate step before building the real thing.
I like to look at that trade-off economically. Each method reduces risk by letting me preview the outcome at lower fidelity, at the cost of time spent on it. The cost/benefit of each type of mockup is going to vary depending on the fidelity of the simulation and the work involved in building the real thing.
What UI really is (and how UX confuses matters)
An Article by Ryan SingerPeople mix the terms UI and UX together. UX is tricky because it doesn’t refer to any one thing. Interface design, visual styling, code performance, uptime, and feature set all contribute to the user’s “experience.” Books on UX further complicate matters by including research methods and development methodologies. All of this makes the field confusing for people who want to understand the fundamentals.
That’s why I avoid teaching the term ’UX.’ It means too many things to too many different people. Instead I focus on individual skills. Once you understand the individual skills, you can assemble them into a composite system without blurring them together. For software design, the core skill among all user-facing concerns is user interface design.
User Inyerface
A WebsiteA worst-practice UI experiment.
Beyond Artboards
An Essay by Chuánqí SunThe Pursuit of Lossless Design-Development Handoffs.
Intelligent arrows
A Fragment by Chris CoyierReminds me of a little feature I like in Notion where if you type dash-arrow (like ->) it turns into → — but intelligently — like it doesn’t do that with inline code or a code block.
Safari 15 isn't bad, just misunderstood
An Article by Jeff KirvinWhat I see in Safari 15 is the first steps into a new design language for iOS, one prioritizing adaptive, contextual interfaces. Ever since the move to the new “all screen” iPhone X design, content has been king on iOS, and Apple has been removing more and more user chrome. This is the next step on that journey.
The Nine States of Design
An Article by Vince Speelman- Nothing
- Loading
- None
- One
- Some
- Too Many
- Incorrect
- Correct
- Done
State of the Windows
An ArticleHow many layers of UI inconsistencies are in Windows 10?
We’ve all heard this riddle: if you dig down deep enough in Windows 10, you’ll find elements that date from Windows 3.x days. But is it actually true? In this article we’ll discover just how many UI layers are in Windows and when they were first introduced.
narrowdesign.com
A Website by Nick JonesDesign
Prototype
CodeGuidebook: Graphical User Interface Gallery
A WebsiteGuidebook is a website dedicated to preserving and showcasing Graphical User Interfaces, as well as various materials related to them.
It's all just geek talk
A Fragment by Riccardo MoriI’m finding that many people not only have lowered their standards with regard to the user interface, but more and more often when I bring up the subject, they seem to consider it a somewhat secondary aspect, something that’s only good for ‘geek talk’. The same kind of amused reaction laymen have to wine or coffee connoisseurs when they describe flavours and characteristics using specific lingo. Something that makes sense only to wine or coffee geeks but has little to no meaning or impact for the regular person.
The problem is that if an increasing number of people start viewing user interface design as an afterthought, or something that isn’t fundamental to the design of a product or experience — it’s all just ‘geek talk’ — then there is a reduced incentive to care about it on the part of the maker of the product.
Pictures of Websites
An Article by Matthew StrömWhen I was a product designer, people would ask what I did for a living, and sometimes I’d answer “I draw pictures of websites.”
Sure, I could just say “I design websites.” That’s true. The end result of my work is (hopefully) that a website looks better, works better, or results in better outcomes.
But most of my day isn’t spent looking at the website, or working on the code of the website, or manipulating the website directly in some way. It’s spent in Figma or Sketch, drawing pictures of how I think the website should look and work.
Through some kind of alchemy, the pictures I draw have an impact on the finished website. But they’re not all the same.
The User Interface of URLs
A Research PaperURLs (Uniform Resource Locators) have rapidly become the standard method for specifying how to access information on the Internet. Although mostly used on the World Wide Web, URLs are also becoming more common for specifying locations for other distributed Internet services such as Gopher and anonymous FTP. Internet users see URLs both online and in print, and therefore URLs have visual interfaces. This paper gives an overview of many of the issues that concern the visual and user interfaces of URLs.
Web History Chapter 6: Web Design
A Chapter by Jay HoffmannAfter the first websites demonstrate the commercial and aesthetic potential of the web, the media industry floods the web with a surge of new content. Amateur webzines — which define and voice and tone unique to the web — are soon joined by traditional publishers. By the mid to late 90’s, most major companies will have a website, and the popularity of the web will begin to explore. Search engines emerge as one solution to cataloging the expanding universe of websites, but even they struggle to keep up. Brands soon begin to look for a way to stand out.
Unobtrusive feedback
An Article by Jeremy KeithThe text 'added' and 'removed' drifts upwards from the toggle button and fades away.
So we all know Super Mario, right? And if you think about when you’re collecting coins in Super Mario, it doesn’t stop the game and pop up an alert dialogue and say, “You have just collected ten points, OK, Cancel”, right? It just does it. It does it in the background, but it does provide you with a feedback mechanism.
The feedback you get in Super Mario is about the number of points you’ve just gained. When you collect an item that gives you more points, the number of points you’ve gained appears where the item was …and then drifts upwards as it disappears. It’s unobtrusive enough that it won’t distract you from the gameplay you’re concentrating on but it gives you the reassurance that, yes, you have just gained points.
The Mother of All Demos
A Lecture by Douglas EngelbartA name retroactively applied to a landmark computer demonstration, presented by Douglas Engelbart on December 9, 1968. The 90-minute presentation essentially demonstrated almost all the fundamental elements of modern personal computing:
- windows,
- hypertext,
- graphics,
- efficient navigation and command input,
- video conferencing,
- the computer mouse,
- word processing,
- dynamic file linking,
- revision control,
- and a collaborative real-time editor
The UX of Lego Interface Panels
An Article by George CaveTwo studs wide and angled at 45°, the ubiquitous “2x2 decorated slope” is a LEGO minifigure’s interface to the world. These iconic, low-resolution designs are the perfect tool to learn the basics of physical interface design.
Like, just a post complaining that screens should be better
An Article by Matt WebbIt’s been 19 years since Pixar released Monsters, Inc. with all that CGI hair. Where are my hairy icons? Ones that get all long and knotted as the notifications number goes up.
Why can’t I feel my phone? I found that paper from 2010 (when I was complaining about keyboards) about using precision electrostatics to make artificial textures on touchscreens.
I should be able to run my thumb over my phone while it’s in my pocket and feel bumps for apps that want my attention. Touching an active element should feel rough. A scrollbar should *slip. Imagine the accessibility gains. But honestly I don’t even care if it’s useful: 1.5 billion smartphone screens are manufactured every year. For that number, I expect bells. I expect whistles.
The Craftsman
The great teacher
The good teacher imparts a satisfying explanation; the great teacher unsettles, bequeaths disquiet, invites argument.
The categories of good
We need to turn to a fresh page. We can do so simply by asking—though the answers are anything but simple—what the process of making concrete things reveals to us about ourselves. Learning from things requires us to care about the qualities of cloth or the right way to poach fish; fine cloth or food cooked well enables us to imagine larger categories of 'good'.
For its own sake
'Craftsmanship' may suggest a way of life that waned with the advent of industrial society—but this is misleading. Craftsmanship names an enduring, basic human impulse, the desire to do a job well for its own sake.
The details of construction
The housing developments in the Moscow suburbs were built mostly in the decades after the Second World War. Laid out as enormous chessboards, the suburbs stretch to the horizon across flat land sparsely planted with birch and aspen. The architectural design of the suburban buildings was good, but the state had not been able to command good-quality work. The signs of poorly motivated workers appeared in the details of construction.
The technology shelf
Motorola developed what it called a 'technology shelf', created by a small group of engineers, on which were placed possible technical solutions that other teams might use in the future; rather than trying to solve the problem outright, it developed tools whose immediate value was not clear.
The lure of inspiration
The lure of inspiration lies in part in the conviction that raw talent can take the place of training.
I don't think you understand
The physicist Victor Weisskopf once said to his MIT students who worked exclusively with computerized experiments:
When you show me that result, the computer understands the answer, but I don't think you understand the answer.
Impossibly coherent
...what gets lost mentally when screen work replaces physical drawing.
Drawing in bricks by hand, tedious though the process is, prompts the designer to think about their materiality, to engage with their solidity as against the blank, unmarked space on paper of a window.
Computer-assisted design impedes the designer in thinking about scale, as opposed to sheet size. The object on-screen can indeed be manipulated so that it is presented, for instance, from the vantage point of someone on the ground, but in this regard CAD is frequently misused: what appears on-screen is impossibly coherent, framed in a unified way that physical sight never is.
Head and hand
The blueprint signaled a decisive disconnection between head and hand in design: the idea of a thing made complete in conception before it is constructed.
Bodily reality
To do good work means to be curious about, to investigate, and to learn from ambiguity.
In the Fordist model of medicine, there must be a specific illness to treat, the evaluation of a doctor's performance will then be made by counting the time required to treat as many livers as possible and the number of livers that get well. Because bodily reality doesn't fit well inside this classifying model, and because good treatment has to admit experiment, a not insignificant number of doctors create paper fictions to buy themselves time from the bureaucratic monitors. Doctors in the NHS often assign a patient a disease in order to justify the time spent on exploring a puzzling body.
Awareness and knowledge
In the higher stages of skill, there is a constant interplay between tacit knowledge and self-conscious awareness, the tacit knowledge serving as an anchor, the explicit awareness serving as critique and corrective.
The journeyman
The apprentice goldsmith was place-bound while learning how to smelt, purify, and weigh precious metals. These skills required hands-on instruction from his master. Once the apprentice had locally presented his chef d'oeuvre, however, he could move from city to city as a journeyman, responding to opportunities. The traveling goldsmith journeyman made his presentation élevé to the corporate body of master craftsmen in foreign cities. Through his managerial talents and moral behavior he had to convince these strangers that he could become one of them. This migratory dynamism was built into medieval goldsmithing.
Sedentary guilds, by contrast, appeared to him insert and 'corrupt'. The good master, in his words, "presides over a traveling house."
Building generations
How did the builders of Salisbury Cathedral achieve this astonishing construction? There was no one single architect; the masons had no blueprints. Rather, the gestures with which the building began evolved in principles and were collectively managed over three generations. Each event in building practice became absorbed into the fabric of instructing and regulating the next generation.
A thousand little moves
Missing in these analyses is a reconstruction of the workshops of the master—more precisely, one element that has irretrievably gone missing. This is the absorption into tacit knowledge, unspoken and uncodified in words, that occurred there and became a matter of habit, the thousand little everyday moves that add up in sum to a practice.
The most significant fact we know about Stradivari's workshop was that he was all over it, popping up unexpectedly everywhere, gathering in and processing those thousand bits of information that could not signify in the same way to assistants who were doing just one part.
Mirror tools
A mirror-tool is an implement that invites us to think about ourselves. There are two kinds of mirror-tools. These are the replicant and the robot.
A quiet and contented mind
The Encyclopedia sought to get its readers out of themselves and into the lives of artisan craftsmen in order to clarify good work itself. Throughout, the volumes illustrate people engaged sometimes in dull, sometimes in dangerous, sometimes in complicated labor; the expression on all the faces tends to the same serenity. About these plates the historian Adriano Tilgher remarks on the "sense of peace and calm which flows from all well-regulated, disciplined work done with a quiet and contented mind."
The limits of language
The question of human limits was posed to Diderot the moment he, as it were, rose from his armchair. His method for finding out how people worked was, like a modern anthropologist, to ask them:
We addressed ourselves to the most skilled workers in Paris and the kingdom at large. We took the trouble to visit their workshops, to interrogate them, to write under dictation from them, to follow out their ideas, to define, to identify the terms peculiar to their profession.
The research soon ran into difficulty, because much of the knowledge craftsmen possess is tacit knowledge—people know how to do something but they cannot put what they know into words. Diderot remarked of his investigations: "Among a thousand one will be lucky to find a dozen who are capable of explaining the tools or machinery they use, and the things they produce with any clarity."
What we can say in words may be more limited than what we can do with things. Language is not an adequate 'mirror-tool' for the physical movements of the human body.
The wisdom of the apprentice
Diderot's solution to the limits of language was to become himself a worker.
Become an apprentice and produce bad results so as to be able to teach people how to produce good ones.
This is how I lived
Rather than convey "be like me," better parental advice should be more indirect: "This is how I lived" invites the child to reason about that example. Such advice omits "Therefore you should..." Find your own way; innovate rather than imitate.
Entropy
Imperfect, handmade glass has virtues: these are irregularity, distinctiveness, and what the writer refers to vaguely as 'character'. The two sets of images for glassblowing are thus inseparable; only by understanding how something might be done perfectly is it possible to sense this alternative, an object possessing specificity and character. The bubble or the uneven surface of a piece of glass can be prized, whereas the standard of perfection allows no room either for experiment or for variation.
Against the claim of perfection
We should not compete against the machine. Rather, against the claim of perfection we can assert our own individuality.
Seven lamps
Ruskin's Seven Lamps of Architecture provided seven guides, or 'lamps', for the troubled craftsman, guides for anyone who works directly on material things. These seven are:
- The lamp of sacrifice: The willingness to do something well for its own sake.
- The lamp of truth: The truth that 'breaks and rents continually'; Ruskin's embrace of difficulty, resistance, and ambiguity.
- The lamp of power: Tempered power, guided standards other than blind will.
- The lamp of beauty: Which for Ruskin is found more in the detail, the ornament—hand-sized beauty—than in the large design.
- The lamp of life: Life equating with struggle and energy, death with deadly perfection.
- The lamp of memory: The guidance provided by the time before machinery ruled.
- The lamp of obedience: Obedience to the example set by a master's practice rather than by his particular works; otherwise put, strive to be like Stradivari but do not seek to copy his particular violins.
I am here
I am here, in this work.
A maker's mark is a peculiar sign. Ancient brickwork established presence through small details marking 'it': the detail itself.
The great historian of bricks, Alex Clifton-Taylor, observes that what most counts about them is their small size, which just suits the human hand laying a brick. A brick wall, he says, "is therefore an aggregation of small effects. This implies a human and intimate quality not present to the same extent in stone architecture."
Get a grip
The hand is the window on to the mind. — Immanuel Kant
American slang advises us to "get a grip"; more generally we speak of "coming to grips with an issue." Both figures reflect the evolutionary dialogue between the hand and the brain.
Focal awareness
The philosopher Maurice Merleau-Ponty describes what she experienced as "being as a thing." The philosopher Michael Polanyi calls it "focal awareness" and recurs to the act of hammering a nail:
When we bring down the hammer we do not feel that its handle has struck our palm but that its head has struck the nail.
We have become the things on which we are working.
Sublime tools
Getting better at using tools comes to us, in part, when the tools challenge us, and this challenge often occurs just because the tools are not fit-for-purpose. In both creation and repair, the challenge can be met by adapting the form of a tool, or improvising with it as it is, using it in ways it was not meant for.
The all-purpose tool seems a special case. In its sheer variety, a flat-edged screwdriver admits all manner of unfathomed possibilities; it, too, can expand our skills if only our imagination rises to the occasion. Without hesitation, the flat-edged screwdriver can be described as sublime—the word sublime standing, as it does in philosophy and the arts, for the potently strange.
Crafting repair
Repair is a neglected, poorly understood, but all-important aspect of technical craftsmanship. The sociologist Douglas Harper believes that making and repairing form a single whole; he writes of those who do both that they possess the "knowledge that allows them to see beyond the elements of a technique to its overall purpose and coherence. This knowledge is the 'live intelligence, fallibly attuned to the actual circumstances' of life. It is the knowledge in which making and fixing are parts of a continuum."
Put simply, it is by fixing things that we often get to understand how they work.
When history moves on
Much twentieth-century urban planning proceeded on the principle: demolish all you can, grade it flat, and then build from scratch. The existing environment has been seen as standing in the way of the planner's will. This aggressive recipe has frequently proved disastrous, destroying many viable buildings as well as ways of life bedded into urban fabric. The replacements for these destroyed buildings have also, too often, proved worse: big projects suffer from overdetermined, fit-for-purpose form; when history moves on, as it always does, tightly defined buildings can soon become obsolete.
Details first
The identification a good craftsman produces is selective, that of finding the most forgiving element in a difficult situation. Often this element is smaller, and so seems less important, than the larger challenge. It is an error in technical as in artistic work to deal first with the big difficulties and then clean up the details; good work often proceeds in just the opposite fashion.
Walls and membranes
All living things contain two sites of resistance. These are cell walls and cell membranes. The cell wall is more purely exclusionary – a boundary; the membrane permits more fluid and solid exchange – a border.
Most pervasive in the modern city is the inert boundary established by highway traffic, cutting off parts of the city from each other. Working with resistance means, in urbanism, converting boundaries into borders.
The ground plane
Whereas Corbusier relegated streets to traffic functions, the ground plane represented to Van Eyck the realm in which people 'learn' cities. The placement of benches and bollards, the height of stepping-stones, the ill-defined separations of sand, grass, and water are all tools in that learning, an education in ambiguity.
Most cities were mostly built by improvisation
In Architecture Without Architects, Bernard Rudofsky documented the ways in which most cities were mostly built by improvisation, following no consistent formal design. Building was added to building, street to street, their forms adapting to different site conditions in the process of extension.
Rudofsky thought that this hidden order is how most settlements of poor people develop and that the work of improvising street order attaches people to their communities, whereas 'renewal' projects, which may provide a cleaner street, pretty houses, and large shops, give the inhabitants no way to mark their presence on the space.
The aspiration for quality
To arouse the aspiration for quality and make good on it, the organization itself has to be well crafted in form. It needs, like Nokia, open information networks; it has to be willing to wait, as Apple is, to bring its products to market until they are really good.
Oddity and peculiarity
The experienced doctor, as one would expect, is a more accurate diagnostician. This is due in large part to the fact that he or she tends to be more open to oddity and peculiarity in patients, whereas the medical student is more likely to be a formalist, working by the book, rather rigidly applying general rules to particular cases.
Relentlessness deformed it
I am not interested in erecting a building, but in presenting to myself the foundations of all possible buildings. — Ludwig Wittgenstein.
But in a note of 1940 to himself he wrote that the building "lacks health" or "primordial life".
In the construction of a house for his sister in the Kundmangasse, Wittgenstein's striving for an ideal perfection rendered the object lifeless. Relentlessness deformed it.
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.
The narrative of its making
Getting things in perfect shape can mean removing the traces, erasing the evidence, of a work in progress. Once this evidence is eliminated, the object appears pristine. Perfection of this cleaned-up sort is a static condition; the object does not hint at the narrative of its making.
The good craftsman
The good craftsman...
...understands the importance of the sketch—that is, not knowing quite what you are about when you begin.
...places positive value on contingency and constraint.
...needs to avoid pursuing a problem relentlessly to the point that is becomes perfectly self-contained.
...avoids perfectionism that can degrade into a self-conscious demonstration.
...learns when it is time to stop.Your life adds up
Weber's German word for a vocation, Beruf, contains two resonances: the gradual accumulation of knowledge and skills and the ever-stronger conviction that one was meant to do this one particular thing in one's life.
An English locution roughly conveys what he meant: your life 'adds up'.
To do just one thing well
The skills society is bulldozing the career path; jobs in the old sense of random movement now prevail; people are meant to deploy a portfolio of skills rather than nurture a single ability in the course of their working histories; this succession of projects or tasks erodes belief that one is meant to do just one thing well.
Manual labor
Artisanal craftsmen have proved particularly promising subjects for job retraining. The discipline required for good manual labor serves them, as does their focus on concrete problems rather than on the flux of process-based, human relations work. For this very reason it has proved easier to train a plumber to become a computer programmer than to train a salesperson; the plumber has craft habit and material focus, which serve retraining. Employers don't often see this opportunity because they equate manual routine with mindless labor.
Multiple choice
Intuitive leaps that open up a problem are impossible to test using multiple-choice questions. These leaps are an exercise of associating unlikely elements. There is no correct answer to the question "Are city streets like arteries and veins?"
Hephaestus
The clubfooted Hephaestus, proud of his work if not of himself, is the most dignified person we can become.