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