Form comes from wonder. Wonder stems from our 'in touchness' with how we were made. One senses that nature records the process of what it makes, so that in what it makes there is also the records of how it was made. In touch with this record we are in wonder. This wonder gives rise to knowledge. But knowledge is related to other knowledge and this relation gives a sense of order, a sense of how they inter-relate in a harmony that makes all things exist. From knowledge to sense of order we then wink at wonder and say How am I doing, wonder?
One thing I've been enjoying about working as a technical writer is that the minute-by-minute texture of the work feels right. Something about formatting text, faffing about with SVGs, trying to rewrite a sentence more clearly... it's just enjoyable in itself, and I feel at home with it.
...Working as a programmer was very much not like that. There's something in the rough vicinity of professional dev work that I do like, which I could probably label as 'iterative hobbyist tinkering with websites'. I like working on something with a strong visual component, and I like to be inside of a fast feedback loop, and I'm mostly interested in just somehow bodging through until it works. I'm not very interested in either the computer-sciencey side of programming — data structures, algorithms — or the software-engineerey side of making things run reliably at scale in a maintainable way. So maybe it's not surprising that the minute-by-minute texture of professional programming was just... kind of bad. Occasional fun bits when I got into something, but the background experience was not fun.
We do say “no” very quickly, not just to designs, but to everything. That led me into thinking about the psychology of software engineers and what makes us the way we are.
Buildings must always be built on those parts of the land which are in the worst condition, not the best.
Solution
On no account place buildings in the places which are more beautiful. In fact, do the opposite. Consider the site and its buildings as a single living ecosystem. Leave those areas that are the most precious, beautiful, comfortable, and healthy as they are, and build new structures in those parts of the site which are least pleasant now.
The clock has no finished design and it has been made without any careful drawings or mathematical calculations. The pieces are only made if I can hold their details in my head as I make them, without reference to any set of external measures. I do make rough sketches of some parts as a path to understanding them, but never use these during the making of the parts. The clock gradually grows through trial and error and lots of physical work with metal, but out of this has come a set of principles of making that were not clear to me before doing the clock. I have finally realized that what I am actually making is a pattern of understandings of the process of making rather than the things that are actually being made. — Richard Benson
Kahn's preferred medium was charcoal. He liked to use the side of his hand to rub out the thing he was drawing in order to draw it over, and over again.
Turning the tracing paper into a palimpsest; where some trace of each previous marking is still there, only blurred out and faded back by Kahn's rubbings-out and re-renderings, so that in what he made there is also the record of how it was made.
Charcoal on trash collected over time acting as ersatz animated film recording how Kahn's ideas developed.
And essentially the idea there is that one is making a kind of music in the way that one might make a garden. One is carefully constructing seeds, or finding seeds, carefully planting them and then letting them have their life.
What this means, really, is a rethinking of one’s own position as a creator. You stop thinking of yourself as me, the controller, you the audience, and you start thinking of all of us as the audience, all of us as people enjoying the garden together. Gardener included.
There are two types of work: growth work and maintenance work.
Growth work involves making new things. It can be something big or small. In either case, growth work often follows a loose process.
Maintenance work is different. Maintenance work involves caring for the resources and instruments that make growth work possible. This includes tools, but also body and mind.
Maintenance is ultimately in service to growth. But effective growth can’t happen without maintenance. As with so many things, the ideal is a healthy balance — and it doesn’t come without struggle.
We like to think about this process as the game discovering itself over time. Because as iterators, rather than designers, it’s our job to simply play the game, listen to it, feel it, and kind of feel out what it seems to want to become - and just follow the trails of what’s fun.
Though you might not think it from the comic, I’m actually sympathetic to questions about tools and process, as I myself am a kind of process junky. I love hearing about how other writers work.
I’m also not someone who dismisses questions about tools with the line “the tools don’t matter.” In fact, I think tools matter so much that if you don’t talk about them correctly you can do some damage.
...What I love about John Gardner and Lynda Barry is that they believe that the tools you use do matter, but the point, for them, is finding the proper tools that get you to a certain way of working in which you can get your conscious, mechanical mind out of the way so that your dreaming can go on, undeterred.
You have to find the right tools to help your voice sing.
It is widely accepted that creative design is not a matter of first fixing the problem and then searching for a satisfactory solution concept; instead it seems more to be a matter of developing and refining together both the formulation of the problem and ideas for its solution, with constant iteration of analysis, synthesis, and evaluation processes between the two “spaces” – problem and solution.
If all you want to do is figure things out, why do you need to write anything, though? Why not just sit and think? Well, there precisely is Montaigne's great discovery. Expressing ideas helps to form them. Indeed, helps is far too weak a word. Most of what ends up in my essays I only thought of when I sat down to write them. That's why I write them.
In 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.
There must be millions less of things, less words, less gestures, less of everything. But every word and every gesture will become more valuable. If we can put it all into perspective we will need less things as a result.
The internal structure of a work of art in metal can often throw as much, or more, light on its origin as can be derived from stylistic analysis. Moreover, the techniques employed can provide clues to the habits of mind of the people who originated them.
…Perhaps the most important reason for structural studies of museum objects is that the intimate knowledge so derived as to the way in which an object has been made adds so greatly to the aesthetic enjoyment of it. Very often some detail and sometimes the whole of an effective design arises directly in the exploitation of the merits and the overcoming of the difficulties of a specific technique, in the reaction between the artist’s fingers and his material.
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'.
We have been given a standard to use. It is there, handy daily: things as they are, or Nature itself. This makes good sense, the only sense really—Nature should be our model.
To be a successful creator you don’t need millions. You don’t need millions of dollars or millions of customers, millions of clients or millions of fans. To make a living as a craftsperson, photographer, musician, designer, author, animator, app maker, entrepreneur, or inventor you need only thousands of true fans.
A true fan is defined as a fan that will buy anything you produce. These diehard fans will drive 200 miles to see you sing; they will buy the hardback and paperback and audible versions of your book; they will purchase your next figurine sight unseen; they will pay for the “best-of” DVD version of your free youtube channel; they will come to your chef’s table once a month. If you have roughly a thousand of true fans like this (also known as super fans), you can make a living — if you are content to make a living but not a fortune.
The quality of a musical performance depends on the performers as much as on the score. The performers are said to be interpreting the score, but in fact they are adding intention of their own to those of the composer, recognizing that no score can in practice ever fully express the intentions of a composer, that it can never be more than an indication, a sketch; and no designer can in practice ever produce more than a sketch.
I couldn’t seem to convince my writers that I was genuinely ok working with a super rough first draft — i.e., that I’d harbor no hidden judgment about their intelligence, commitment, or excellence at their craft.
So I came up with a new word. “Just give me a v0.crap.” (Pronounced “version zero dot crap”.)
v.0.crap works because it’s attuned to the psychology of the situation. It’s punching through our innate desire not to “look bad”, plus years of corporate conditioning that tells us not to share less-than-polished work. It’s easier for people used to delivering exceptional work to feel they’ve exceeded the goal of “crap”; they can sit comfortably in “good enough for the current purpose.”
“We believe that in-person collaboration is essential to our culture and our future,” said Deirdre O’Brien, senior vice president of retail and people, in a video recording viewed by The Verge. “If we take a moment to reflect on our unbelievable product launches this past year, the products and the launch execution were built upon the base of years of work that we did when we were all together in-person.”
If you ask, “Why is Thekla’s construction taking such a long time?” the inhabitants continue hoisting sacks, lowering leaded strings, moving long brushes up and down, as they answer, “So that its destruction cannot begin.”
The success of a mechanic’s, or a machine’s, reproduction of a thing depends on his, or its, sensitivity to whatever qualities are important, just as the skill of the designer lies in the proper appreciation of surface qualities in terms of structure and shape variation that come from the intended means of production.
Here there is no mastery of unnameable creative processes, only the patience of a craftsman, chipping away slowly; the mastery of what is made does not lie in the depths of some impenetrable ego; it lies, instead, in the simple mastery of the steps in the process, and in the definition of these steps.
A few nights ago, I was looking at the moon and I thought, “I’d like to read a cultural history of the moon.” I googled, and there it was. My friend Matt said, “Ideally, that is exactly how one should find everything they read…and write.”
It’s really that simple. You find the books you want to read… and if you can’t find them, you write them.
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.
He will watch from dawn to gloom
The lake reflected sun illume
The yellow bees in the ivy-bloom
Nor heed, nor see, what things they be;
But from these create he can
Forms more real than living man.
I want any new features to be platform features, not one-offs.
And the second of those is weird, right? It’s like sketching out a toy spaceship, having a list of rules about play, and attempting to simultaneously invent the shape of the Lego brick.
That’s platform design I suppose. Redesigning a newspaper will mean bouncing between comps and style guides, designing both. Inventing the iPhone user interface will have seen apps and app paradigm evolving together.
This is a fundamental view of the world. It says that when you build a thing you cannot merely build that thing in isolation, but must also repair the world around it, and within it, so that the larger world at that one place becomes more coherent, and more whole; and the thing which you make takes its place in the web of nature, as you make it.
Blueprints lead to the making of things that are abstract, not always based on reality. Once something becomes abstract, it breeds disconnectedness — separation and the inability to connect with our surroundings. People buy houses from blueprints, but then don't like the actual house: "What on earth is this? I had no idea it was going to be like this...etc."
Design is non-linear. At Figma, we often talk about “embracing the mess,” and that really means leaning into the chaos and complexity that makes the design process what it is. Even once you have the seedling of an idea, you need to explore and iterate, then pull back and evaluate to see what’s working and what’s not. Sometimes you’ll scrap an idea after a brainstorm session, and other times you’ll get pretty far with a concept, but still need different perspectives and input to move forward.
One of the most pervasive features of these buildings is the fact that they are “modular.” They are full of identical concrete blocks, identical rooms, identical houses, identical apartments in identical apartment buildings. The idea that a building can - and ought - to be made of modular units is one of the most pervasive assumptions of twentieth-century architecture.
Nature is never modular. Nature is full of almost similar units (waves, raindrops, blades of grass) - but though the units of one kind are all alike in their broad structure, no two are ever alike in detail.
The same broad features keep recurring over and over again. And yet, in their detailed appearance these broad features are never twice the same.
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.
I well remember an occasion in 1962 when in a remote Iranian village I asked a blacksmith famous for his superior penknives to tell me the difference between iron and steel. “What’s the difference?” he replied. “What’s the difference between an oak tree and a willow — they have different natures and one must adapt to them.” He did not accept the suggestion that some material absorbed from the fire’s charcoal might have something to do with it, and he would not have understood a word of any lecture I could have given him on diffusion, crystal structure, and phase transformations; yet he could make a good knife and I could not.
Style is an expression of the interest you take in the making of every sentence.
It emerges, almost without intent, from your engagement with each sentence.
It's the discoveries you make in the making of the prose itself.
Where ambiguity rules, there is no "style"—or anything else worth having.
Pursue clarity instead.
In the pursuit of clarity, style reveals itself.
We should say that anybody has skill enough to build a good dry-stone wall but that few know how to design one, for the placing of the stones is a matter of knowledge and judgment, not of dexterity.
The beauty of kasuri is received as a gift. As long as the laws of nature are upheld, the beauty of kasuri remains intact. This demonstrates the curious principle that the artisan is deprived of technical freedom but works in the freedom of nature.
In this sense, kasuri can be said to be created in a state of freedomless freedom.
The design is thus the mental formulation, which Sayers calls “the Idea,” and it can be complete before any realization is begun. Mozart’s response to his father’s inquiry about an opera due to the duke in three weeks both stuns us and clarifies the concept.
For most human makers of things, the incompletenesses and inconsistencies of our ideas become clear only during implementation. Thus it is that writing, experimentation, “working out,” are essential disciplines for the theoretician.
The [Silmarils] are good; their making was at least potentially innocent; but afterward arose a lust for owning and controlling that led to great tragedy… The aspect of humanity which the elves represent most fully – both for good and ill – is the creative one.”
And this is why “making” in and of itself is not the answer to our decadent moment. “Love of things, especially artificial things, could be seen as the besetting sin of modern civilisation, and in a way a new one, not quite Avarice and not quite Pride, but somehow attached to both” – and this is the Fëanor Temptation. It is in light of this temptation that I advocate repair, which is a mode of caring for what we have not made, but rather what we have inherited. We will not be saved by the making of artifacts — or from the repair of them, either; but the imperative of repair has these salutary effects: it reminds us of our debt to those who came before us and of the fragility of human constructs.
I am tired of the premise that creation means productivity––especially in the laborious sense...Creation has become mangled with labor in a world that demands man to monetize all of their hobbies and pursuits. In return, it seems empty, almost sad, really––to be the designer spending weekends again on the screen.
To tell you what I like to do in the weekends, I like to do the sad thing...The ‘good’ people tell you to detach your life from your workspace, but this summer, I think I’ve just realized how much I adore what I have the luxury of working on everyday.
In the weekend, I make. I make not because it’s the only thing I have ever known, but because it’s the most certain way forward.
I'm Jacob — a designer and coder who creates things with computers (Fig 1) 'Digital Craftsman' best describes my skill set.
Digital projects thrive when designers understand how they will be built. Just as an architect understands how a structure is created, the same should be true on the web.
Conventional tech industry product practice will not produce deep enough subject matter insights to create transformative tools for thought.
...The aspiration is for any team serious about making transformative tools for thought. It’s to create a culture that combines the best parts of modern product practice with the best parts of the (very different) modern research culture. You need the insight-through-making loop to operate, whereby deep, original insights about the subject feed back to change and improve the system, and changes to the system result in deep, original insights about the subject.
Thus, I came to the conclusion that the designer of a new system must not only be the implementor and the first large-scale user; the designer should also write the first user manual. The separation of any of these four components would have hurt TeX significantly. If I had not participated fully in all these activities, literally hundreds of improvements would never have been made, because I would never have thought of them or perceived why they were important.
Irwin even disdained artificial products when polishing the wood frame, confining himself solely to the natural oils of his hands, his forehead, the sides of his nose, and so forth.
Mrs. Shimada is very cheerful, and Mr. Shimada is very intelligent; he is able to perceive things objectively, and discern what is precious. I get the sense they live critically, evaluating what is important. Keeping these characteristics in mind, I think about what kind of plan should be provided, in what proportions, and in what kind of house—to best suit these people. I'm constantly reminded of their faces as I prepare the plans. I'm always thinking about human happiness. If it doesn't make you happy, I don't think it's worth building.
The way designers and developers work together today is broken. It’s too siloed and separate; “collaboration” is a fantasy that few enjoy.
The state of advertising in the 1940s was similar. All of that changed when copywriter Bill Bernbach met art director Paul Rand. Their collaborative working style led to the birth of the idea of “the creative team,” the mutual respect and partnership between art director and copywriter that tended to yield unique results. Bob Gage, an art director that worked for DDB, the agency Bernbach co-founded, described it like this:
“Two people who respect each other sit in the same room for a length of time and arrive at a state of free association, where the mention of one idea will lead to another idea, then to another. The art director might suggest a headline, the writer a visual. The entire ad is conceived as a whole, in a kind of ping pong between disciplines.”
Isn’t that what we all strive for in our jobs? True collaboration with equals and partners? Ideas that build off one another? Why does this seem so far away for some of us?
What's really challenging for me working on something on an idea level for close to 8 years, it's really hard to not look at yourself. The decision-making process includes a conversation with myself: sometimes I'm going to side with 2015 version of Nick, sometimes the 2017 Nick isn't the right guy for this, etc... So much of the process of making the movie has changed the movie. I really just tried to make the movie I wanted to make when I was 22. When I serviced that, it worked really well.
As soon as I make something, I think of the 100 things I want to have next. That’s why prototyping is good. You don’t need to have much imagination, you just listen to what the prototype tells you.
During the design process, the architect gradually internalizes the landscape, the entire context, and the functional requirements as well as his/her conceived building: movement, balance and scale are felt unconsciously through the body of the observer, the experience mirrors the bodily sensations of the maker. Consequently, architecture is communication from the body of the architect directly to the body of the person who encounters the work, perhaps centuries later.
One of the oldest and most deeply ingrained of Japanese attitudes to literary style holds that obvious structure is contrivance, that too orderly an exposition falsifies the ruminations of the heart, that the truest representation of the searching mind is just to 'follow the brush.'
All of the moves that we make in space will tend toward being in accord with this phenomenon of wholeness / beauty / life if we’re willing to bring the requisite level of care to the doing of our work.
Alexander says that each of us possess the means for accessing this order within ourselves and — here’s where he loses most other architects and many in the so-called sciences in academia — he contends that what we’re connecting with inside of ourselves is an objective criterion for what good means.
Applying the criterion is easy: you ask yourself some questions:
With any action you might take with regard to placement, and with regard to the situatedness of things in space you ask yourself: does this move increase wholeness / beauty / life?
Does the intervention you’re taking intensify the feelings of wholeness in you as the maker when you are performing the work?
How does your work on this one part enhance what’s going on among wholes at the system level?
The advice I’ve received from those who are close to the center of this timeless way of building is to start small. Like with a piece of tile, or a tea tray. And to then imagine along with Christopher Alexander:
What it would be like
to live in a mental world
where one’s reasons
for making something
functionally
and one’s reasons
for making something
a certain shape,
or in a certain
ornamental way
are coming
from precisely
the same place
in you
.
"The process in creating that kind of canvas was like—what?—10 percent action and 90 percent ass scratching. First you prepared yourself, cleaning up and arranging your palette and tools, sweeping the floors, and then finally, when you were ready, you faced the empty white expanse of white canvas and made your first stroke."
Holistic technologies are normally associated with the notion of craft. Artisans, be they potters, weavers, metal-smiths, or cooks, control the process of their own work from beginning to finish. Using holistic technologies does not mean that people do not work together, but the way in which they work together leaves the individual worker in control of a particular process of creating or doing something.
The opposite is specialization by process; this I call prescriptive technology. Here, the making or doing of something is broken down into clearly identifiable steps. Each step is carried out by a separate worker, or group or workers, who need to be familiar only with the skills of performing that one step. This is what is normally meant by "division of labor".
How do you make a game that’s fun? ...You have to focus on gameplay. In order for the final product to be fun and exciting, the core game play needs to be fun and exciting. The creator of Mario calls this 手応え (tegotae), which is often translated as “game feel”. To find this game feel, you need to build small prototypes around a single idea, play test them, and then follow the fun. Nintendo does this, indie game devs do this; this is the not-so-secret of the gaming industry.
He held the phone to his chest, looked at me, and simply said, “Needs more love.” He pushed the portfolio back across his desk, smiled warmly, and shooed me out of his office.
I still think about this advice, and what exactly he might have meant when he said my work needed more love. At the time, I took it to mean that I should improve my craft, but I’ve come to realize that he was speaking of something more fundamental and vital. My work was flat, because it was missing the spark that comes from creating something you believe in for someone you care about. This is the source of the highest craft, because an affection for the audience produces the care necessary to make the work well.
What I suggest has usually happened [during the act of creation] is this: the artist has glimpsed something: he has seen, perhaps fleetingly and indistinctly, some particular relation or quality of visible features which had previously been disregarded, and which impressed itself on him by its beauty. By means of making a work of art he then seeks as it were to fix isolate and concentrate what he has seen.
No one has ever succeeded in demonstrating in principle how this is done, but done it is; and when we see it done we find it hard to understand why it should have been so intensely difficult to do.
At its very core, the rules of the web are different than those of “real” markets. The idea that ownership fundamentally means that nobody else can have the same thing you have just doesn’t apply here. This is a world where anything can easily be copied a million times and distributed around the globe in a second. If that were possible in the real world, we’d call it Utopia.
…Resource Scarcity doesn’t make sense on the web. Artificially creating it here serves no other purpose than to charge money for things that could easily have been free for all. Why anyone would consider that better is beyond me.