symbols
An icon is a symbol equally incomprehensible in all human languages
An icon is a symbol equally incomprehensible in all human languages. There's a reason why humans invented phonetic languages.
Ducks and decorated sheds
A duck is a building whose confirmation is a complete symbol or icon. A decorated shed is a building to which symbols, often commonplace signs, have been attached.
BeOS Icons
The utter nothingness of being
Everything written symbols can say has already passed by. They are like tracks left by animals. That is why the masters of meditation refuse to accept that writings are final. The aim is to reach true being by means of those tracks, those letters, those signs - but reality itself is not a sign, and it leaves no tracks. It doesn’t come to us by way of letters or words. We can go toward it, by following those words and letters back to what they came from. But so long as we are preoccupied with symbols, theories and opinions, we will fail to reach the principle.
"But when we give up symbols and opinions, aren’t we left in the utter nothingness of being?"
Yes.
z-z-z
Words and Images
An Essay by René MagritteBook from the Ground: From Point to Point
A Novel by Bing Xu- z-z-z
Between the Words
An Artwork by Nicholas RougeuxMoby Dick.
Between the Words is an exploration of visual rhythm of punctuation in well-known literary works. All letters, numbers, spaces, and line breaks were removed from entire texts of classic stories...leaving only the punctuation in one continuous line of symbols in the order they appear in texts. The remaining punctuation was arranged in a spiral starting at the top center with markings for each chapter and classic illustrations at the center.
Unicode Arrows
A Fragment by Rachel Binx↬ welcome to the best part of the unicode spec ↫
APL386 Unicode
A Font by Adám BrudzewskyAPL font based on Adrian Smith's APL385 font with a fun, whimsical look, inspired by Comic Sans Serif.
APL (named after the book A Programming Language) is a programming language developed in the 1960s by Kenneth E. Iverson. Its central datatype is the multidimensional array. It uses a large range of special graphic symbols to represent most functions and operators, leading to very concise code. It has been an important influence on the development of concept modeling, spreadsheets, functional programming, and computer math packages. It has also inspired several other programming languages.
A lightbulb is not an idea
An Article by Ralph AmmerWith conventional placeholders, such as words, we can describe patterns for a large number of situations. On the other hand it is easy to fool yourself (and others) with words, since you can avoid to be specific. Any business meeting can confirm this.
When you draw something you are forced to be specific — and honest.
Our illustration of an “idea” from above is unconventional in the sense that it conveys specific original thoughts of what an idea is. It adds value to the words.
And that is the catch: The drawing must be unconventional to support the conventional words. We have to make sure not to use “words in disguise”. Take a common illustration for “idea” for example, which haunts flip charts all over the world: the lightbulb.
The lightbulb image works on a purely symbolic level, it only replaces the word “idea”. This image of a household item contains no original thought about what an idea is. While symbols like these work well as international replacements for words or icons to indicate a light switch for instance, they convey no nutritional value as illustrations — they are empty.
Collaborative Information Architecture at Scale
Here I describe an approach for defining new information architectures for large organizational websites managed by many stakeholder groups.
Broadly speaking, there are four general phases to the approach:
- Auditing. Begin by immersing yourself in existing content and encourage stakeholders to adopt a critical, audience-minded perspective of their content.
- Diagramming. Work with stakeholders to develop new conceptual categories that better serve audiences and organizational direction.
- Elaborating. Think through content in detail and test new categories against specific instances and edge cases.
- Producing. Prepare content teams for production using a shared database of new sitemap pages and editorial considerations that you’ve developed incrementally.
Half of design is facilitation
At least half of the work of design is not design, because design isn’t just "making things"—it’s making things with other people, many of whom usually aren’t designers. This is true any time you’re working with others from a domain outside of your own. Communicating ideas, marshaling stakeholder consensus, soliciting and incorporating feedback, and redefining problems that weren’t fully known at the start are all the non-design work of design, what we might generally call "facilitation."