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Design Principles

principles.design

61–70 of 76 posts

Re: Design Principles

#61
post #19

I think I will stick with the 10 principles of Dieter Rams: Good design is innovative Good design makes a product useful Good design is aesthetic Good design makes a product understandable Good design is unobtrusive Good design is honest Good design is long-lasting Good design is thorough down to the last detail Good design is environmentally-friendly Good design is as little design as possible

These are certainly timeless.

Good design is honest particularly catches my attention, because the design of many digital products is fundamentally about misleading the user - see for example Facebook, where users are kept in the complete dark as to why certain posts are shown to them and not others, what data about them is being collected/resold, etc.

Re: Design Principles

#62
post #19

I think I will stick with the 10 principles of Dieter Rams: Good design is innovative Good design makes a product useful Good design is aesthetic Good design makes a product understandable Good design is unobtrusive Good design is honest Good design is long-lasting Good design is thorough down to the last detail Good design is environmentally-friendly Good design is as little design as possible

Principles like these sound great but actually are really useless if they can't help you make decisions. Most of the day to day is trying to figure out if the design is really useful or innovative.

Re: Design Principles

#63
post #19

I think I will stick with the 10 principles of Dieter Rams: Good design is innovative Good design makes a product useful Good design is aesthetic Good design makes a product understandable Good design is unobtrusive Good design is honest Good design is long-lasting Good design is thorough down to the last detail Good design is environmentally-friendly Good design is as little design as possible

I think you need an 11th:

Good design evolves.

Re: Design Principles

#64
> Malcolm Wells, the father of underground building, wrote an article that appeared in the "Next Whole Earth Catalog" about, among other things, this simple and ingenious device for rating the desirability of a building. It's a form that you fill out by rating a building or site according to a bunch of common-sense criteria about what makes it good, healthy, and sustainable.

http://firequery.blogspot.com/2009/05/wells-scale.html

Re: Design Principles

#65
post #26

The color hurts my eyes. The heading font sizes look out of place. I think this site needs some design principles.

This is the kind of design that works in print (and, I accidentally discovered, on my AMOLED display) but which a regular computer monitor turns into a weapon of eye destruction. Another important part of design is that you have to consider the medium. At all times. (I'll have to stop here before I go on a rant about mobile apps with "color samples" people use when picking wall paint colours...

Really depends on the phone. Anything with a P3 display (iPhone>7, iPad Pro, pixel 2, galaxy 7) actually has very good color reproduction without any calibration. Even better if it has ambient white balance like apple’s TrueTone.

Re: Design Principles

#66
post #53

Earlier quoted context omitted.

Good design doesn’t follow necessity it leads it.. removing head phone jack as example of good (controversial) design.

Removing the headphone jack is an example of terrible design. How does it make the product more useful?

Removing it opens other doors, like waterproofing and more room for hardware. Thinner phone maybe too. Bruh your users into the 21st century. It’s about ditching the guys who want you to freeze in place, which I know there are many of here (not to say you in particular are one of those)

Design, as the op even says, is not just (although it definitely also is) about utilitarianism! The world of successful products should at least suggest that to you, if you won’t take it as proof.

Re: Design Principles

#67

Earlier quoted context omitted.

Good design doesn’t follow necessity it leads it.. removing head phone jack as example of good (controversial) design.

Yeah, it's really good design when I cannot use my 200$ headphones with my new phone. /s

Don’t you think that’s a pretty close minded (or so it seems) perspective? See my other comment for the rest of my view! Don’t want to spam after all.

Re: Design Principles

#68
post #53

Earlier quoted context omitted.

Removing the headphone jack is an example of terrible design. How does it make the product more useful?

It's implicit that "more useful" means for users - but removing the headphone jack is more useful for the manufacturer (which makes it terrible by my standards too, but not inexplicable).

See my other comment! I wasn’t necessarily talking about that (depends on what exactly you mean by that). Although that’s true too. Anything they can do to improve the product, even if it’s a trade off, can be a good thing. Shouldn’t take a narrow (or so it seems) view like that!

Re: Design Principles

#69
post #63
post #19

I think I will stick with the 10 principles of Dieter Rams: Good design is innovative Good design makes a product useful Good design is aesthetic Good design makes a product understandable Good design is unobtrusive Good design is honest Good design is long-lasting Good design is thorough down to the last detail Good design is environmentally-friendly Good design is as little design as possible

I think you need an 11th: Good design evolves.

What about extensibility?

Re: Design Principles

#70

Earlier quoted context omitted.

Because they don't have a lot of text and it doesn't make sense to leave most of the page blank?

But then make the user scroll through it?

well, yes, actually. use the viewframe to your advantage. understand the reader's scope of interest. whatever part they're focused on now can fill the canvas... anything else is visual noise until the reader is ready for it.
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