minimalism
Less, but better
Raw size isn't enough
Omit needless words
Dieter Rams: As Little Design as Possible
Morioka Shoten
Minimum
A Book by John PawsonAdd Less
An Article by Cassidy WilliamsA few people have asked me what I did to make this [website] so fast.
The answer is: nothing.
I just didn't add anything to make it slow.I kept it simple.
The pages are pre-rendered.
The CSS is inlined.
I didn't add unnecessary javascript.
The work was done before you got there.Your websites start fast until you add too much to make them slow. Do you need any framework at all? Could you do what you want natively in the browser? Would doing it without a framework at all make your site lighter, or actually heavier in the long run as you create or optimize what others have already done?
Tanikawa House
A BuildingPhotos of the Tanikawa House, designed by architect Kazuo Shinohara.
Built in 1974, this summer house materializes the act of covering a piece of earth, making it an inhabitation only by means of a roof protecting the dirt soil of the ground. The house lies on a slope in a middle of a wood and grows through an exposed timber frame structure which supports a large pitched roof. Under the roof, a minimal section of the house located on a side hosts some specific living functions concentrated on two floors: a bathroom, a kitchen, a bedroom and a staircase. This section lies in parallel to the main “earth room” (or “summer room”) and overlooks it.
Do We Need This?
An ArticleUltimately this redesign has been a study in less, trying to dig deep and find out what it is I actually want for this site. A momentary visual “wow”, or quality content that is worthy of your attention? I decided on the latter, with less visual clutter it is far harder to try obscure bad or shallow writing behind a veneer of pretty images and effects. Posts may take longer to write but I hope this new design will push towards content that is worthy of your time.
Recognizing Constraints
Super 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.