Log In
Or create an account -> 
Imperial Library
  • Home
  • About
  • News
  • Upload
  • Forum
  • Help
  • Login/SignUp

Index
Cover Title Page Copyright Contents Authors’ Note 1 | Design is a physical act. 2 | You’re always designing within a system. 3 | The apparent problem probably isn’t the real problem. 4 | If a problem is too abstract, ask what. If it’s too specific, ask why. 5 | A need is a verb. 6 | Identify the experience, not just the product. 7 | Originality isn’t Step One. 8 | Learn how everything works conceptually, if not technically. 9 | Begin with familiar objects. 10 | Novel, but not too novel. Familiar, but not too familiar. 11 | “It’s very easy to be different, but very difficult to be better.” 12 | Creativity is nonlinear. 13 | How to make a blank sheet of paper less scary 14 | Make your ideas mobile. 15 | Design needs language. 16 | An insight is more than an observation. 17 | A concept is more than an idea. 18 | A 50th percentile man is not a 50th percentile human. 19 | Turn sympathy into empathy. 20 | Front-­load the design process. 21 | Explore the product personality early. 22 | Do some how work with why work and some why work with how work. 23 | It’s better to violate a boundary than to leave a gap. 24 | Form follows function . . . and much else. 25 | Three ways to conceptualize form 26 | Random hypothesis: Beauty is universal. 27 | A $25 teakettle needs to boil water, whistle, be dependable, and look appealing. A $900 kettle mostly needs to be beautiful. 28 | Make it look like what it does. 29 | Emulate nature’s functions, not its forms. 30 | Question tradition, but don’t dismiss it outright. 31 | Shapes are loaded. 32 | Elegance is the opposite of extravagance. 33 | Dissonance is desirable. 34 | Cleverness is unexpected efficiency. 35 | A playful object doesn’t have to be an object for play. 36 | A toy doesn’t have to be cute. 37 | Camp knows; kitsch doesn’t. 38 | The camera created modern art. 39 | Draw as a designer, not as an artist. 40 | How to draw a straight line 41 | Use perspective drawings for expression. Use orthographic drawings for investigation. 42 | Drawings simulate appearance. Mock-­ups simulate experience. 43 | Mock up to discover, not just depict. 44 | All products move. 45 | Products perform when not in use. 46 | Make anything approximately or a few things perfectly. 47 | Understand your world in numbers. 48 | A 200-­pound person isn’t twice the size of a 100-­pound person. 49 | 10% thicker is 33% stronger. 50 | Recognize the gravity of the situation. 51 | A product has a right weight. 52 | “It is weight that gives meaning to weightlessness.” 53 | Details are the concept. 54 | A box is more than a box. 55 | Use your feet. 56 | Use your heads. 57 | Go partial Monty. 58 | Air in, air out. 59 | Color starts with non-­color. 60 | Light tones amplify details. Dark tones amplify silhouette. 61 | White is practical. Black is sophisticated. Metal is professional. 62 | Satin is more slippery than gloss. 63 | Paint is a last resort. 64 | Use physical samples to make physical decisions. 65 | Good ergonomics doesn’t necessarily mean a perfect fit. 66 | Seating principles 67 | “A chair is the first thing you need when you don’t really need anything, and is therefore a peculiarly compelling symbol of civilization. For it is civilization, not survival, that requires design.” 68 | Give the user a fair chance to figure it out. 69 | The greater the consequence, the more physical the switch. 70 | Did what was supposed to happen happen? 71 | Software is unavoidably imperfect. 72 | It’s hard to make a thousand of something. 73 | The component with the shortest lifespan determines the product lifespan. 74 | Design the user experience through time. 75 | “I like the concept of wearing in instead of wearing out.” 76 | Pollution is a design flaw. 77 | Plastic is a property, not a material. 78 | Injection molding 79 | Retail = (BOM + labor) x 4 80 | The IKEA ecosystem 81 | Make important design explorations away from the computer. 82 | Lo-­res gets more feedback. 83 | Limit your confidence in a concept to what it has earned. 84 | Match your craft to your confidence. 85 | You have a concept when you can name it. 86 | Conceptual simplicity calls for hidden complexity. 87 | Make one thing more important than everything else. 88 | If you don’t have enough answers, you aren’t asking enough questions. 89 | Keep circling back to the elemental questions. 90 | More things to do when you’re stuck 91 | There shouldn’t be a ta-­da. 92 | Indicate the function; don’t just show the form. 93 | Don’t present everything you did. 94 | Use your critics to your advantage. 95 | Persuade through story, not just argument. 96 | Make your first product small and light. 97 | Use a patent to protect your business interest, not your emotional interest. 98 | People you don’t know at all may be more helpful than those you know well. 99 | Your first job only needs to be your first job. 100 | The ultimate skill isn’t a design skill; it’s the skill of understanding. 101 | Your work will look like you even if you don’t try to make it look like you. Acknowledgments Notes Index Other Titles About the Authors
  • ← Prev
  • Back
  • Next →
  • ← Prev
  • Back
  • Next →

Chief Librarian: Las Zenow <zenow@riseup.net>
Fork the source code from gitlab
.

This is a mirror of the Tor onion service:
http://kx5thpx2olielkihfyo4jgjqfb7zx7wxr3sd4xzt26ochei4m6f7tayd.onion