Less, but better 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. Sophie Lovell & Dieter Rams, Dieter Rams: As Little Design as Possible Omit needless wordsTo be truly simple makingrestraintproductionwasteminimalism
From consumption to production I see no other solution (political, economic) to the problems of mankind than the formation of small responsible communities involved in permaculture and appropriate technology. I believe that the days of centralised power are numbered, and that a re-tribalisation of society is an inevitable, if sometimes painful, process. The greatest change we need to make is from consumption to production, even if on a small scale, in our own gardens. Bill Mollison, Introduction to Permaculture societyconsumptionproduction
All-use environments Until the nineteenth century, virtually all cities were “all use” environments. Craft-scale production was typically carried out in a workshop below the home of the craftsperson, which often also served as the site of exchange. Michael Sorkin, 20 Minutes in Manhattan Small economies productionwork
Biggering I meant no harm. I most truly did not. But I had to grow bigger. So bigger I got. I biggered my factory. I biggered my roads. I biggered my wagons. I biggered the loads of the Thneed’s I shipped out. I was shipping them forth to the South! To the East! To the West! To the North! I went right on biggering...selling more Thneed’s. And I biggered my money, which everyone needs. Dr. Seuss, The Lorax capitalismproduction
This thing is a Thneed "Look, Lorax," I said. "There's no cause for alarm. I chopped just one tree. I am doing no harm. I'm being quite useful. This thing is a Thneed. A Thneed's a Fine-Something-That-All-People-Need! It’s a shirt. It's a sock. It's a glove. It's a hat. But it has other uses. Yes, far beyond that. You can use it for carpets. For pillows! For sheets! Or curtains! Or covers for bicycle seats!" The Lorax said, "Sir! You are crazy with greed. There is no one on earth who would buy that fool Thneed!" Dr. Seuss, The Lorax production
The life-giving continuum In System A, creation and production are organic in character, and are governed by human judgments that emanate from the underlying wholeness of situations, conditions, and surroundings. In System B, the production process is thought of as mechanical. What matters are regulations, procedures, categories, money, efficiency, and profit: all the machinery designed to make society run smoothly, as if society was working as a great machine. The production process is rarely context-sensitive. Wholeness is left out. Identifying these two categories helps us sharpen and clarify the range of differences among ways of creating the environment that exist in different societies. And the two categories serve to identify a dimension of great importance: the dimension that runs from more life-giving to less life-giving. Christopher Alexander, The Battle for the Life and Beauty of the Earth lifeproduction
Muda, Muri, Mura An Article mag.toyota.co.uk Eliminating waste is the key to efficiency – in the Toyota Production System, this is termed as: Muda (waste), Muri (overburden), and Mura (irregularity). productionwastemanagementefficiency
Taste for Makers An Essay by Paul Graham paulgraham.com If there is such a thing as beauty, we need to be able to recognize it. We need good taste to make good things. Instead of treating beauty as an airy abstraction, to be either blathered about or avoided depending on how one feels about airy abstractions, let's try considering it as a practical question: how do you make good stuff? You feel this when you start to design thingsGood design is simpleGood design is timelessGood design is often slightly funnyGood design is hard, but looks easy+3 More Beauty in flight beautytastedesign
You feel this when you start to design things Saying that taste is just personal preference is a good way to prevent disputes. The trouble is, it's not true. You feel this when you start to design things. As in any job, as you continue to design things, you'll get better at it. Your tastes will change. And, like anyone who gets better at their job, you'll know you're getting better. If so, your old tastes were not merely different, but worse. Poof goes the axiom that taste can't be wrong. craft
Good design is simple Good design is simple. You hear this from math to painting. In math it means that a shorter proof tends to be a better one. Where axioms are concerned, especially, less is more. It means much the same thing in programming. For architects and designers it means that beauty should depend on a few carefully chosen structural elements rather than a profusion of superficial ornament. Similarly, in painting, a still life of a few carefully observed and solidly modeled objects will tend to be more interesting than a stretch of flashy but mindlessly repetitive painting of, say, a lace collar. In writing it means: say what you mean and say it briefly. When you're forced to be simple, you're forced to face the real problem. When you can't deliver ornament, you have to deliver substance. simplicity
Good design is timeless Good design is timeless. Aiming at timelessness is a way to make yourself find the best answer: if you can imagine someone surpassing you, you should do it yourself. Some of the greatest masters did this so well that they left little room for those who came after. Every engraver since Durer has had to live in his shadow. Aiming at timelessness is also a way to evade the grip of fashion. Fashions almost by definition change with time, so if you can make something that will still look good far into the future, then its appeal must derive more from merit and less from fashion. timefashion
Good design is often slightly funny Good design is often slightly funny. This one may not always be true. But Durer's engravings and Saarinen's womb chair and the Pantheon and the original Porsche 911 all seem to me slightly funny. Godel's incompleteness theorem seems like a practical joke. I think it's because humor is related to strength. To have a sense of humor is to be strong: to keep one's sense of humor is to shrug off misfortunes, and to lose one's sense of humor is to be wounded by them. humor
Good design is redesign Good design is redesign. It's rare to get things right the first time. Experts expect to throw away some early work. They plan for plans to change. It helps to have a medium that makes change easy. When oil paint replaced tempera in the fifteenth century, it helped painters to deal with difficult subjects like the human figure because, unlike tempera, oil can be blended and overpainted. mistakesplanningagile
Good design can copy Good design can copy. Attitudes to copying often make a round trip. A novice imitates without knowing it; next he tries consciously to be original; finally, he decides it's more important to be right than original. I think the greatest masters go on to achieve a kind of selflessness. They just want to get the right answer, and if part of the right answer has already been discovered by someone else, that's no reason not to use it. They're confident enough to take from anyone without feeling that their own vision will be lost in the process. Four stages of competence skill
I could do better than that As a practical matter, I think it's easier to see ugliness than to imagine beauty. Most of the people who've made beautiful things seem to have done it by fixing something that they thought ugly. Great work usually seems to happen because someone sees something and thinks, I could do better than that. Notes on the Synthesis of Form repair