Principles
Mental models and new ways to think.
Dieter Rams
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Good design is innovative
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Good design makes a product useful
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Good design is aesthetic
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Good design makes a product understandable
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Good design is unobtrusive
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Good design is honest
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Good design is long lasting
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Good design is thorough down to the last detail
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Good design is environmentally friendly
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Good design is as little design as possible
Gestalt
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No object is perceived in isolation
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Objects are always perceived as simply as possible
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Sections that are the shortest distance apart are perceived as belonging together
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Objects similar to each other are perceived as one unit
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Incomplete figures are seen as coherent
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Elements that move in a common direction are perceived as one unit
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Elements linked spatially or chronologically are perceived as one unit
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Symmetrical elements are perceived as a unit
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The object simpler in form becomes the figure, the object with the more complex form becomes the ground
Grice’s Maxims
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Maxim of Quantity: Give as much information as required, and no more
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Maxim of Quality: Tell the truth
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Maxim of Relation: Be relevant
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Maxim of Manner: Be clear in what you’re saying
S. H. Schwartz Universal Values
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Self-direction: independent thought and action–choosing, creating, exploring
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Stimulation: excitement, novelty, and challenge in life, exciting life
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Hedonism: pleasure; enjoying life
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Achievement: personal success through demonstrating competence according to social standards
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Power: social status and prestige, control or dominance over people and resources
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Security: safety, harmony, and stability of society, of relationships, and of self
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Conformity: self-discipline; obedience, restraint of actions
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Tradition: respect, commitment, and acceptance of the customs and ideas that one’s culture or religion provides
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Benevolence: preserving and enhancing the welfare of those with whom one is in frequent personal contact (the ‘in-group’)
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Universalism: understanding, appreciation, tolerance, and protection for the welfare of all people and for nature
David Olgivy
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Give the facts, and give them early
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Be truthful
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Be helpful
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Have a big idea
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Don’t be boring
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Understand your customer
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Stay true to your brand
Xerox
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Visions not goals
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Fund people not projects
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Problem finding — not just problem solving
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Milestones not deadlines
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It’s baseball not golf — Not getting a hit is not failure but the overhead for getting hits.
Ray Dalio
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Know your goals and run after them
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Encounter the problems and don’t tolerate them
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Diagnose the problems, don’t rush into solutions
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Design a plan to eliminate the problems
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Execute those designs
Steve Jobs
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Do what you love
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Put a dent in the universe
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Kick start your brain
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Sell dreams, not products
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Say no to 1,000 things
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Create insanely great experiences
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Master the message
Design
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Unity
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Balance
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Hierarchy
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Scale
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Emphasis
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Contrast
Disney
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Squash and stretch
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Anticipation
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Staging
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Straight ahead actions and pose to pose
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Follow through and overlapping
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Slow in and slow out
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Arc
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Secondary action
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Timing
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Exaggeration
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Solid drawing
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Appeal
Fredrick Lewis Donaldson Seven Social Sins
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Wealth without work
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Pleasure without conscience
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Knowledge without character
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Commerce without morality
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Science without humanity
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Religion without sacrifice
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Politics without principle
Judge each day not by the harvest you reap but by the seeds you plant.