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Taste for Makers Prez
Transcript of Taste for Makers Prez
Times Roman: it’s more important that letters be easy to tell apart Principle #5: Good design solves the right problem "One should give users a few basic elements that they can combine at will (Lego)." Principle 1d: Good Design is Suggestive Principle #2c: Good design is often slightly funny “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.” "If you're not working hard, you're probably wasting your time." Principle 3: Good Design is Hard "Form follows function." Da Vinci's Self Portrait Many of Leonardo’s portraits are just a few lines, but you need to get those lines in exactly the right place.
“In most fields the appearance of ease tends to come with practice.” Perhaps practice trains the unconscious mind to do tasks that used to require conscious thought. Da Vinci's Line Sketch Symmetry may just be another way to achieve simplicity, but it’s used so much that it might as well be it’s own category.
Repetitive vs Recursive symmetry
Recursive: big win! Principle #1c: Good Design uses Symmetry Principle 1b: Good Design Resembles Nature
“..nature has had a long time to work on the problem. It's a good sign when your answer resembles nature's.”
Generally, pictures and stories should be lifelike. Principle #3c: Good Design is Redesign Expert "plan for plans to change".
Early drawers tend to be afraid of changing their drawing because they’re afraid re-doing things will make it worse. BAD IDEA. The Noobs The Pros Unknowingly imitate
-> Knowingly try to be original
-> Knowingly imitate ("right is more important that original") A shorter proof tends to be a better one.
Structural elements are better than ornaments. Saying that taste is just personal preference is a good way to prevent dispute.
The trouble is IT'S NOT TRUE
:p There really are principles of good designs. Danger: Symmetry cannot substitute thinking! Good Design is Often Strange (Principle #2) Unlike the other things on this list, strangeness cannot be cultivated. All you can do is try not to squash it when it appears.
You shouldn’t try to make things in a distinctive way. Just make things the way you make things, and you’ll end up making them in a distinctive way. Principle #2b: Good Design is Often Daring “At every period of history, people have believed things that were just ridiculous, and believed them so strongly that you risked ostracism or even violence by saying otherwise."
"Today's experimental error = tomorrow's new theory." Principle #3b: Good Design looks Easy hence Principle #4: Good Design Happens in Chunks What this means is: there tends to be eras of good design, or areas where good design tends to happen. Good design tends to happen because of certain people being around and influenced by other people.
Take the Renaissance in Florence. If DNA ruled, we should have a dozen Michelangelo's today. But we don’t, because the reason Michelangelo became Michelangelo was that the people and environment in Florence inspired him. Principle 4c: Good Design can Copy If part of the right answer is already found, why not use it?
*Confident enough to take from anyone without losing their own vision* Provocative Timeless! Hard Spark "Collaborative" Simple (cc) image by nuonsolarteam on Flickr GREAT WORK = VERY EXACTING TASTE + ABILITY TO GRATIFY IT Paul Graham's Success Formula thanksies for listening! Guess what? Principle 2: Good Design is Provocative Principle 3: Good Design is Hard Principle 4: You don't have to be weird on your own
(Good Design is "Collaborative") on the other hand on top of that