pgstrata
Taste for Makers
2

February 2002

3

"...Copernicus' aesthetic objections to [equants] provided one essential motive for his rejection of the Ptolemaic system...." - Thomas Kuhn, The Copernican Revolution

4

"All of us had been trained by Kelly Johnson and believed fanatically in his insistence that an airplane that looked beautiful would fly the same way." - Ben Rich, Skunk Works

5

"Beauty is the first test: there is no permanent place in this world for ugly mathematics." - G. H. Hardy, A Mathematician's Apology

6

I was talking recently to a friend who teaches at MIT. His field is hot now and every year he is inundated by applications from would-be graduate students.

7

"A lot of them seem smart," he said. "What I can't tell is whether they have any kind of taste."

8

Taste.

9

You don't hear that word much now.

10

And yet we still need the underlying concept, whatever we call it.

11

What my friend meant was that he wanted students who were not just good technicians, but who could use their technical knowledge to design beautiful things.

12

Mathematicians call good work "beautiful," and so, either now or in the past, have scientists, engineers, musicians, architects, designers, writers, and painters.

13

Is it just a coincidence that they used the same word, or is there some overlap in what they meant?

14

If there is an overlap, can we use one field's discoveries about beauty to help us in another?

15

For those of us who design things, these are not just theoretical questions.

16

If there is such a thing as beauty, we need to be able to recognize it.

17

We need good taste to make good things.

18

Instead of treating beauty as an airy abstraction, to be either blathered about or avoided depending on how one feels about airy abstractions, let's try considering it as a practical question: how do you make good stuff?

6–7

A friend who teaches at MIT, swamped each year with applications, told me: "A lot of them seem smart. What I can't tell is whether they have any kind of taste."

8–11

Taste. You don't hear that word much now. And yet we still need the concept: people who use technical knowledge to design beautiful things.

12–14

Mathematicians call good work "beautiful," and so have scientists, engineers, architects, and painters. Coincidence — or some overlap we could exploit across fields?

15–18

For those of us who design things, these aren't theoretical questions. We need good taste to make good things. So let's stop treating beauty as an airy abstraction and ask it practically: how do you make good stuff?

2–18

We still need taste, whatever we call it. If there's such a thing as beauty, we need to recognize it — so let's treat it not as an airy abstraction but as a practical question: how do you make good stuff?

20

If you mention taste nowadays, a lot of people will tell you that "taste is subjective." They believe this because it really feels that way to them.

21

When they like something, they have no idea why.

22

It could be because it's beautiful, or because their mother had one, or because they saw a movie star with one in a magazine, or because they know it's expensive.

23

Their thoughts are a tangle of unexamined impulses.

24

Most of us are encouraged, as children, to leave this tangle unexamined.

25

If you make fun of your little brother for coloring people green in his coloring book, your mother is likely to tell you something like "you like to do it your way and he likes to do it his way."

26

Your mother at this point is not trying to teach you important truths about aesthetics. She's trying to get the two of you to stop bickering.

27

Like many of the half-truths adults tell us, this one contradicts other things they tell us.

28

After dinning into you that taste is merely a matter of personal preference, they take you to the museum and tell you that you should pay attention because Leonardo is a great artist.

29

What goes through the kid's head at this point? What does he think "great artist" means?

30

After having been told for years that everyone just likes to do things their own way, he is unlikely to head straight for the conclusion that a great artist is someone whose work is better than the others'.

31

A far more likely theory, in his Ptolemaic model of the universe, is that a great artist is something that's good for you, like broccoli, because someone said so in a book.

32

Saying that taste is just personal preference is a good way to prevent disputes.

33

The trouble is, it's not true.

34

You feel this when you start to design things.

35

Whatever job people do, they naturally want to do better.

36

Football players like to win games. CEOs like to increase earnings.

37

It's a matter of pride, and a real pleasure, to get better at your job.

38

But if your job is to design things, and there is no such thing as beauty, then there is no way to get better at your job. If taste is just personal preference, then everyone's is already perfect: you like whatever you like, and that's it.

39

As in any job, as you continue to design things, you'll get better at it.

40

Your tastes will change.

41

And, like anyone who gets better at their job, you'll know you're getting better.

42

If so, your old tastes were not merely different, but worse.

43

Poof goes the axiom that taste can't be wrong.

44

Relativism is fashionable at the moment, and that may hamper you from thinking about taste, even as yours grows.

45

But if you come out of the closet and admit, at least to yourself, that there is such a thing as good and bad design, then you can start to study good design in detail.

46

How has your taste changed?

47

When you made mistakes, what caused you to make them?

48

What have other people learned about design?

49

Once you start to examine the question, it's surprising how much different fields' ideas of beauty have in common.

50

The same principles of good design crop up again and again.

20–23

Mention taste today and people tell you "taste is subjective." They believe it because it feels that way: when they like something, they have no idea why. Their thoughts are a tangle of unexamined impulses.

24–26

We're taught as children to leave the tangle unexamined. Make fun of your brother for coloring people green and your mother says "you like it your way, he likes it his." She isn't teaching aesthetics; she just wants the bickering to stop.

27–31

And like many half-truths adults tell, it contradicts the rest. After dinning into you that taste is mere preference, they take you to the museum and say Leonardo is a great artist. The kid won't conclude that means better — more likely something good for you, like broccoli.

32–34

Saying taste is just preference is a good way to prevent disputes. The trouble is, it's not true. You feel this when you start to design things.

35–38

Whatever job people do, they want to do better. But if your job is to design things and there's no such thing as beauty, then there is no way to get better at your job — everyone's taste is already perfect.

39–43

And yet, as you keep designing, you get better, your tastes change, and you know it. If so, your old tastes were not merely different, but worse. Poof goes the axiom that taste can't be wrong.

44–48

Admit there's good and bad design and you can study it: how has your taste changed, what caused your mistakes?

49–50

Once you examine the question, it's surprising how much different fields' ideas of beauty have in common. The same principles crop up again and again.

20–50

People say taste is subjective because they like things with no idea why. But if there's no such thing as beauty, there's no way to get better at designing things. You do get better. So your old tastes weren't merely different — they were worse.

52

Good design is simple. You hear this from math to painting.

53

In math it means that a shorter proof tends to be a better one.

54

Where axioms are concerned, especially, less is more.

55

It means much the same thing in programming.

56

For architects and designers it means that beauty should depend on a few carefully chosen structural elements rather than a profusion of superficial ornament. (Ornament is not in itself bad, only when it's camouflage on insipid form.)

57

Similarly, in painting, a still life of a few carefully observed and solidly modelled objects will tend to be more interesting than a stretch of flashy but mindlessly repetitive painting of, say, a lace collar.

58

In writing it means: say what you mean and say it briefly.

59

It seems strange to have to emphasize simplicity.

60

You'd think simple would be the default.

61

Ornate is more work.

62

But something seems to come over people when they try to be creative.

63

Beginning writers adopt a pompous tone that doesn't sound anything like the way they speak.

64

Designers trying to be artistic resort to swooshes and curlicues. Painters discover that they're expressionists.

65

It's all evasion.

66

Underneath the long words or the "expressive" brush strokes, there is not much going on, and that's frightening.

67

When you're forced to be simple, you're forced to face the real problem.

68

When you can't deliver ornament, you have to deliver substance.

69

Good design is timeless. In math, every proof is timeless unless it contains a mistake.

70

So what does Hardy mean when he says there is no permanent place for ugly mathematics?

71

He means the same thing Kelly Johnson did: if something is ugly, it can't be the best solution.

72

There must be a better one, and eventually someone will discover it.

73

Aiming at timelessness is a way to make yourself find the best answer: if you can imagine someone surpassing you, you should do it yourself.

74

Some of the greatest masters did this so well that they left little room for those who came after.

75

Every engraver since Durer has had to live in his shadow.

76

Aiming at timelessness is also a way to evade the grip of fashion.

77

Fashions almost by definition change with time, so if you can make something that will still look good far into the future, then its appeal must derive more from merit and less from fashion.

78

Strangely enough, if you want to make something that will appeal to future generations, one way to do it is to try to appeal to past generations.

79

It's hard to guess what the future will be like, but we can be sure it will be like the past in caring nothing for present fashions.

80

So if you can make something that appeals to people today and would also have appealed to people in 1500, there is a good chance it will appeal to people in 2500.

81

Good design solves the right problem. The typical stove has four burners arranged in a square, and a dial to control each.

82

How do you arrange the dials?

83

The simplest answer is to put them in a row. But this is a simple answer to the wrong question.

84

The dials are for humans to use, and if you put them in a row, the unlucky human will have to stop and think each time about which dial matches which burner.

85

Better to arrange the dials in a square like the burners.

86

A lot of bad design is industrious, but misguided.

87

In the mid twentieth century there was a vogue for setting text in sans-serif fonts.

88

These fonts are closer to the pure, underlying letterforms. But in text that's not the problem you're trying to solve.

89

For legibility it's more important that letters be easy to tell apart.

90

It may look Victorian, but a Times Roman lowercase g is easy to tell from a lowercase y.

91

Problems can be improved as well as solutions.

92

In software, an intractable problem can usually be replaced by an equivalent one that's easy to solve.

93

Physics progressed faster as the problem became predicting observable behavior, instead of reconciling it with scripture.

94

Good design is suggestive. Jane Austen's novels contain almost no description; instead of telling you how everything looks, she tells her story so well that you envision the scene for yourself.

95

Likewise, a painting that suggests is usually more engaging than one that tells.

96

Everyone makes up their own story about the Mona Lisa.

97

In architecture and design, this principle means that a building or object should let you use it how you want: a good building, for example, will serve as a backdrop for whatever life people want to lead in it, instead of making them live as if they were executing a program written by the architect.

98

In software, it means you should give users a few basic elements that they can combine as they wish, like Lego.

99

In math it means a proof that becomes the basis for a lot of new work is preferable to a proof that was difficult, but doesn't lead to future discoveries; in the sciences generally, citation is considered a rough indicator of merit.

100

Good design is often slightly funny. This one may not always be true.

101

But Durer's engravings [blocked] and Saarinen's womb chair [blocked] and the Pantheon [blocked] and the original Porsche 911 [blocked] all seem to me slightly funny.

102

Godel's incompleteness theorem seems like a practical joke.

103

I think it's because humor is related to strength.

104

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.

105

And so the mark-- or at least the prerogative-- of strength is not to take oneself too seriously.

106

The confident will often, like swallows, seem to be making fun of the whole process slightly, as Hitchcock does in his films or Bruegel in his paintings-- or Shakespeare, for that matter.

107

Good design may not have to be funny, but it's hard to imagine something that could be called humorless also being good design.

108

Good design is hard. If you look at the people who've done great work, one thing they all seem to have in common is that they worked very hard.

109

If you're not working hard, you're probably wasting your time.

110

Hard problems call for great efforts.

111

In math, difficult proofs require ingenious solutions, and those tend to be interesting.

112

Ditto in engineering.

113

When you have to climb a mountain you toss everything unnecessary out of your pack.

114

And so an architect who has to build on a difficult site, or a small budget, will find that he is forced to produce an elegant design.

115

Fashions and flourishes get knocked aside by the difficult business of solving the problem at all.

116

Not every kind of hard is good.

117

There is good pain and bad pain. You want the kind of pain you get from going running, not the kind you get from stepping on a nail.

118

A difficult problem could be good for a designer, but a fickle client or unreliable materials would not be.

119

In art, the highest place has traditionally been given to paintings of people.

120

There is something to this tradition, and not just because pictures of faces get to press buttons in our brains that other pictures don't.

121

We are so good at looking at faces that we force anyone who draws them to work hard to satisfy us.

122

If you draw a tree and you change the angle of a branch five degrees, no one will know. When you change the angle of someone's eye five degrees, people notice.

123

When Bauhaus designers adopted Sullivan's "form follows function," what they meant was, form should follow function.

124

And if function is hard enough, form is forced to follow it, because there is no effort to spare for error.

125

Wild animals are beautiful because they have hard lives.

52–58

Good design is simple. A shorter proof tends to be better; with axioms especially, less is more. For architects, beauty should depend on a few chosen structural elements, not a profusion of ornament. In writing: say what you mean and say it briefly.

59–66

You'd think simple would be the default, since ornate is more work. But something comes over people trying to be creative: writers turn pompous, designers resort to swooshes and curlicues. It's all evasion. Underneath, there's not much going on, and that's frightening.

67–68

When you're forced to be simple, you're forced to face the real problem. When you can't deliver ornament, you have to deliver substance.

69–72

Good design is timeless. When Hardy says there's no permanent place for ugly mathematics, he means what Kelly Johnson did: if something is ugly, it can't be the best solution.

73–75

Aiming at timelessness forces the best answer: if you can imagine someone surpassing you, do it yourself. Every engraver since Durer has lived in his shadow.

78–80

Oddly, to appeal to future generations, appeal to past ones — the future will care nothing for present fashions. What would have appealed in 1500 may well appeal in 2500.

81–85

Good design solves the right problem. A stove has four burners in a square and a dial for each. Put the dials in a row and you've answered the wrong question: now the human must think which dial is which. Better to arrange them in a square too.

86–90

A lot of bad design is industrious but misguided. The mid-century vogue for sans-serif text gave purer letterforms, but in text the real problem is legibility: letters must be easy to tell apart.

94–96

Good design is suggestive. Jane Austen's novels contain almost no description; she tells the story so well you envision the scene yourself. Everyone makes up their own story about the Mona Lisa.

97–99

A building should be a backdrop for whatever life people want, not make them execute a program written by the architect.

100–102

Good design is often slightly funny. Durer's engravings, the Pantheon, the original Porsche 911 all seem to me slightly funny. Godel's incompleteness theorem seems like a practical joke.

103–106

I think it's because humor is related to strength. The prerogative of strength is not to take yourself too seriously.

107

Good design may not have to be funny, but it's hard to imagine something humorless also being good design.

108–109

Good design is hard. Everyone who's done great work seems to have worked very hard. If you're not, you're probably wasting your time.

113–115

When you climb a mountain you toss everything unnecessary out of your pack. So an architect on a difficult site is forced into elegance — flourishes get knocked aside by the business of solving the problem at all.

116–118

Not every kind of hard is good. You want the pain you get from running, not from stepping on a nail.

119–122

Art gives the highest place to paintings of people, because we're so good at faces that we force anyone who draws them to work hard: change a branch's angle five degrees and no one knows; change an eye's, and people notice.

123–125

When the Bauhaus adopted "form follows function," they meant form should follow function. If function is hard enough, form is forced to follow it. Wild animals are beautiful because they have hard lives.

52–125

Good design is simple, timeless, solves the right problem, is suggestive, is often slightly funny, and is hard. When you're forced to be simple you face the real problem; if function is hard enough, form is forced to follow it.

127

Good design looks easy. Like great athletes, great designers make it look easy.

128

Mostly this is an illusion.

129

The easy, conversational tone of good writing comes only on the eighth rewrite.

130

In science and engineering, some of the greatest discoveries seem so simple that you say to yourself, I could have thought of that.

131

The discoverer is entitled to reply, why didn't you?

132

Some Leonardo heads are just a few lines. You look at them and you think, all you have to do is get eight or ten lines in the right place and you've made this beautiful portrait.

133

Well, yes, but you have to get them in exactly the right place. The slightest error will make the whole thing collapse.

134

Line drawings are in fact the most difficult visual medium, because they demand near perfection.

135

In math terms, they are a closed-form solution; lesser artists literally solve the same problems by successive approximation.

136

One of the reasons kids give up drawing at ten or so is that they decide to start drawing like grownups, and one of the first things they try is a line drawing of a face.

137

Smack!

138

In most fields the appearance of ease seems to come with practice.

139

Perhaps what practice does is train your unconscious mind to handle tasks that used to require conscious thought.

140

In some cases you literally train your body.

141

An expert pianist can play notes faster than the brain can send signals to his hand.

142

Likewise an artist, after a while, can make visual perception flow in through his eye and out through his hand as automatically as someone tapping his foot to a beat.

143

When people talk about being in "the zone," I think what they mean is that the spinal cord has the situation under control.

144

Your spinal cord is less hesitant, and it frees conscious thought for the hard problems.

145

Good design uses symmetry. I think symmetry may just be one way to achieve simplicity, but it's important enough to be mentioned on its own.

146

Nature uses it a lot, which is a good sign.

147

There are two kinds of symmetry, repetition and recursion.

148

Recursion means repetition in subelements, like the pattern of veins in a leaf.

149

Symmetry is unfashionable in some fields now, in reaction to excesses in the past. Architects started consciously making buildings asymmetric in Victorian times and by the 1920s asymmetry was an explicit premise of modernist architecture.

150

Even these buildings only tended to be asymmetric about major axes, though; there were hundreds of minor symmetries.

151

In writing you find symmetry at every level, from the phrases in a sentence to the plot of a novel.

152

You find the same in music and art.

153

Mosaics (and some Cezannes) get extra visual punch by making the whole picture out of the same atoms. Compositional symmetry yields some of the most memorable paintings, especially when two halves react to one another, as in the Creation of Adam [blocked] or American Gothic [blocked].

154

In math and engineering, recursion, especially, is a big win.

155

Inductive proofs are wonderfully short.

156

In software, a problem that can be solved by recursion is nearly always best solved that way.

157

The Eiffel Tower looks striking partly because it is a recursive solution, a tower on a tower.

158

The danger of symmetry, and repetition especially, is that it can be used as a substitute for thought.

159

Good design resembles nature. It's not so much that resembling nature is intrinsically good as that nature has had a long time to work on the problem.

160

It's a good sign when your answer resembles nature's.

161

It's not cheating to copy.

162

Few would deny that a story should be like life.

163

Working from life is a valuable tool in painting too, though its role has often been misunderstood.

164

The aim is not simply to make a record.

165

The point of painting from life is that it gives your mind something to chew on: when your eyes are looking at something, your hand will do more interesting work.

166

Imitating nature also works in engineering.

167

Boats have long had spines and ribs like an animal's ribcage.

168

In some cases we may have to wait for better technology: early aircraft designers were mistaken to design aircraft that looked like birds, because they didn't have materials or power sources light enough (the Wrights' engine weighed 152 lbs. and generated only 12 hp.) or control systems sophisticated enough for machines that flew like birds, but I could imagine little unmanned reconnaissance planes flying like birds in fifty years.

169

Now that we have enough computer power, we can imitate nature's method as well as its results.

170

Genetic algorithms may let us create things too complex to design in the ordinary sense.

171

Good design is redesign. It's rare to get things right the first time.

172

Experts expect to throw away some early work.

173

They plan for plans to change.

174

It takes confidence to throw work away.

175

You have to be able to think, there's more where that came from. When people first start drawing, for example, they're often reluctant to redo parts that aren't right; they feel they've been lucky to get that far, and if they try to redo something, it will turn out worse.

176

Instead they convince themselves that the drawing is not that bad, really-- in fact, maybe they meant it to look that way.

177

Dangerous territory, that; if anything you should cultivate dissatisfaction.

178

In Leonardo's drawings [blocked] there are often five or six attempts to get a line right.

179

The distinctive back of the Porsche 911 only appeared in the redesign of an awkward prototype [blocked].

180

In Wright's early plans for the Guggenheim [blocked], the right half was a ziggurat; he inverted it to get the present shape.

181

Mistakes are natural.

182

Instead of treating them as disasters, make them easy to acknowledge and easy to fix.

183

Leonardo more or less invented the sketch, as a way to make drawing bear a greater weight of exploration.

184

Open-source software has fewer bugs because it admits the possibility of bugs.

185

It helps to have a medium that makes change easy.

186

When oil paint replaced tempera in the fifteenth century, it helped painters to deal with difficult subjects like the human figure because, unlike tempera, oil can be blended and overpainted.

187

Good design can copy. Attitudes to copying often make a round trip.

188

A novice imitates without knowing it; next he tries consciously to be original; finally, he decides it's more important to be right than original.

189

Unknowing imitation is almost a recipe for bad design.

190

If you don't know where your ideas are coming from, you're probably imitating an imitator.

191

Raphael so pervaded mid-nineteenth century taste that almost anyone who tried to draw was imitating him, often at several removes.

192

It was this, more than Raphael's own work, that bothered the Pre-Raphaelites.

193

The ambitious are not content to imitate.

194

The second phase in the growth of taste is a conscious attempt at originality.

195

I think the greatest masters go on to achieve a kind of selflessness.

196

They just want to get the right answer, and if part of the right answer has already been discovered by someone else, that's no reason not to use it.

197

They're confident enough to take from anyone without feeling that their own vision will be lost in the process.

198

Good design is often strange. Some of the very best work has an uncanny quality: Euler's Formula, Bruegel's Hunters in the Snow [blocked], the SR-71 [blocked], Lisp [blocked].

199

They're not just beautiful, but strangely beautiful.

200

I'm not sure why. It may just be my own stupidity.

201

A can-opener must seem miraculous to a dog. Maybe if I were smart enough it would seem the most natural thing in the world that ei*pi = -1.

202

It is after all necessarily true.

203

Most of the qualities I've mentioned are things that can be cultivated, but I don't think it works to cultivate strangeness.

204

The best you can do is not squash it if it starts to appear.

205

Einstein didn't try to make relativity strange. He tried to make it true, and the truth turned out to be strange.

206

At an art school where I once studied, the students wanted most of all to develop a personal style.

207

But if you just try to make good things, you'll inevitably do it in a distinctive way, just as each person walks in a distinctive way.

208

Michelangelo was not trying to paint like Michelangelo. He was just trying to paint well; he couldn't help painting like Michelangelo.

209

The only style worth having is the one you can't help.

210

And this is especially true for strangeness.

211

There is no shortcut to it.

212

The Northwest Passage that the Mannerists, the Romantics, and two generations of American high school students have searched for does not seem to exist. The only way to get there is to go through good and come out the other side.

127–129

Good design looks easy. Like great athletes, great designers make it look easy. Mostly it's an illusion. The conversational tone of good writing comes only on the eighth rewrite.

132–133

A Leonardo head is just a few lines, and you think all you have to do is get eight or ten in the right place. Yes — but exactly the right place. The slightest error collapses the whole thing.

134–137

Line drawings are in fact the hardest visual medium, because they demand near perfection. One reason kids give up drawing at ten is that they try a line drawing of a face. Smack!

138–144

In most fields ease comes with practice, which trains your unconscious to handle what once took conscious thought. Being in "the zone," I think, is when the spinal cord has the situation under control, freeing conscious thought for the hard problems.

145–146

Good design uses symmetry. It may just be one route to simplicity, but nature uses it a lot, which is a good sign.

147–148

There are two kinds: repetition and recursion. Recursion means repetition in subelements, like the veins in a leaf.

151–157

You find symmetry at every level of writing, music, and art. In math and engineering, recursion especially is a big win — the Eiffel Tower looks striking partly because it's a tower on a tower.

158

The danger of symmetry, and repetition especially, is that it can be used as a substitute for thought.

159–160

Good design resembles nature — not because that's intrinsically good, but because nature has had a long time to work on the problem.

161–165

It's not cheating to copy. The point of working from life isn't to make a record; it gives your mind something to chew on, so your hand does more interesting work.

171–173

Good design is redesign. It's rare to get things right the first time. Experts expect to throw away early work; they plan for plans to change.

174–176

It takes confidence to throw work away — you have to think there's more where that came from. Beginners are reluctant to redo a drawing; they feel lucky to have gotten that far, and convince themselves it's not that bad, really.

177

Dangerous territory, that; if anything you should cultivate dissatisfaction.

178–180

In Leonardo's drawings there are often five or six attempts at one line; the distinctive back of the Porsche 911 appeared only in redesigning an awkward prototype.

181–184

Mistakes are natural. Instead of treating them as disasters, make them easy to acknowledge and easy to fix. Open-source software has fewer bugs because it admits the possibility of bugs.

187–188

Good design can copy. Attitudes to copying make a round trip: a novice imitates without knowing it, then tries to be original, then decides it's more important to be right than original.

189–192

Unknowing imitation is almost a recipe for bad design: if you don't know where your ideas come from, you're probably imitating an imitator.

193–197

The ambitious aren't content to imitate. But the greatest masters reach a kind of selflessness: they just want the right answer, and if someone else found part of it, that's no reason not to use it.

198–199

Good design is often strange. Some of the very best work has an uncanny quality — Euler's Formula, the SR-71, Lisp. They're not just beautiful, but strangely beautiful.

200–202

I'm not sure why. A can-opener must seem miraculous to a dog.

203–205

Most of these qualities can be cultivated, but strangeness can't. The best you can do is not squash it if it appears. Einstein didn't try to make relativity strange; he tried to make it true, and the truth turned out strange.

206–208

At an art school I studied at, students wanted most of all a personal style. But if you just try to make good things, you'll do it distinctively, as each person walks distinctively. Michelangelo couldn't help painting like Michelangelo.

209–212

The only style worth having is the one you can't help. And this is especially true for strangeness: the only way there is to go through good and come out the other side.

127–212

Good design looks easy, uses symmetry, resembles nature, is redesign, can copy, and is often strange. You can cultivate most of these, but not strangeness — try to make things true, not strange, and the strangeness comes on its own.

214

Good design happens in chunks. The inhabitants of fifteenth century Florence included Brunelleschi, Ghiberti, Donatello, Masaccio, Filippo Lippi, Fra Angelico, Verrocchio, Botticelli, Leonardo, and Michelangelo.

215

Milan at the time was as big as Florence. How many fifteenth century Milanese artists can you name?

216

Something was happening in Florence in the fifteenth century.

217

And it can't have been heredity, because it isn't happening now.

218

You have to assume that whatever inborn ability Leonardo and Michelangelo had, there were people born in Milan with just as much.

219

What happened to the Milanese Leonardo?

220

There are roughly a thousand times as many people alive in the US right now as lived in Florence during the fifteenth century.

221

A thousand Leonardos and a thousand Michelangelos walk among us.

222

If DNA ruled, we should be greeted daily by artistic marvels.

223

We aren't, and the reason is that to make Leonardo you need more than his innate ability.

224

You also need Florence in 1450.

225

Nothing is more powerful than a community of talented people working on related problems. Genes count for little by comparison: being a genetic Leonardo was not enough to compensate for having been born near Milan instead of Florence.

226

Today we move around more, but great work still comes disproportionately from a few hotspots: the Bauhaus, the Manhattan Project, the New Yorker, Lockheed's Skunk Works, Xerox Parc.

227

At any given time there are a few hot topics and a few groups doing great work on them, and it's nearly impossible to do good work yourself if you're too far removed from one of these centers.

228

You can push or pull these trends to some extent, but you can't break away from them. (Maybe you can, but the Milanese Leonardo couldn't.)

214–215

Good design happens in chunks. Fifteenth-century Florence held Brunelleschi, Donatello, Botticelli, Leonardo, and Michelangelo. Milan was just as big — how many fifteenth-century Milanese artists can you name?

216–219

Something was happening in Florence, and it can't have been heredity, because it isn't happening now. Whatever inborn ability Leonardo had, there were people born in Milan with just as much. What happened to the Milanese Leonardo?

220–224

A thousand Leonardos walk among us today. If DNA ruled, we'd be greeted daily by marvels. We aren't: to make Leonardo you need more than his innate ability. You also need Florence in 1450.

225–226

Nothing is more powerful than a community of talented people working on related problems; genes count for little by comparison. Great work still comes disproportionately from a few hotspots — the Bauhaus, the Manhattan Project, Skunk Works, Xerox Parc.

227–228

At any time a few groups do great work on a few hot topics, and it's nearly impossible to do good work if you're too far from a center. You can push these trends, but you can't break away.

214–228

Good design happens in chunks. To make Leonardo you need more than his innate ability — you need Florence in 1450. Nothing is more powerful than a community of talented people working on related problems; genes count for little by comparison.

230

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.

231

If our own time were any different, that would be remarkable.

232

As far as I can tell it isn't [blocked].

233

This problem afflicts not just every era, but in some degree every field.

234

Much Renaissance art was in its time considered shockingly secular: according to Vasari, Botticelli repented and gave up painting, and Fra Bartolommeo and Lorenzo di Credi actually burned some of their work.

235

Einstein's theory of relativity offended many contemporary physicists, and was not fully accepted for decades-- in France, not until the 1950s.

236

Today's experimental error is tomorrow's new theory.

237

If you want to discover great new things, then instead of turning a blind eye to the places where conventional wisdom and truth don't quite meet, you should pay particular attention to them.

238

As a practical matter, I think it's easier to see ugliness than to imagine beauty.

239

Most of the people who've made beautiful things seem to have done it by fixing something that they thought ugly.

240

Great work usually seems to happen because someone sees something and thinks, I could do better than that. Giotto saw traditional Byzantine madonnas painted according to a formula that had satisfied everyone for centuries, and to him they looked wooden and unnatural.

241

Copernicus was so troubled by a hack that all his contemporaries could tolerate that he felt there must be a better solution.

242

Intolerance for ugliness is not in itself enough.

243

You have to understand a field well before you develop a good nose for what needs fixing.

244

You have to do your homework.

245

But as you become expert in a field, you'll start to hear little voices saying, What a hack! There must be a better way. Don't ignore those voices.

246

Cultivate them.

247

The recipe for great work is: very exacting taste, plus the ability to gratify it.

230

Good design is often daring. At every period of history, people have believed things that were just ridiculous, and believed them so strongly that saying otherwise risked ostracism or even violence.

231–232

If our own time were any different, that would be remarkable. As far as I can tell, it isn't.

236–237

Today's experimental error is tomorrow's new theory. To discover great new things, don't turn a blind eye to where conventional wisdom and truth don't quite meet — pay particular attention to them.

238–241

As a practical matter, it's easier to see ugliness than to imagine beauty. Most people who've made beautiful things did it by fixing something ugly: great work happens because someone thinks, I could do better than that.

242

Intolerance for ugliness is not in itself enough.

243–247

You have to understand a field well before you develop a good nose for what needs fixing. But as you become expert, you'll hear little voices saying, What a hack! There must be a better way. Cultivate them. The recipe for great work: very exacting taste, plus the ability to gratify it.

230–247

Good design is daring. Pay attention to where conventional wisdom and truth don't quite meet. It's easier to see ugliness than imagine beauty, so cultivate the voices saying there must be a better way. The recipe for great work: very exacting taste, plus the ability to gratify it.

249

Sullivan actually said "form ever follows function," but I think the usual misquotation is closer to what modernist architects meant.

250

Stephen G. Brush, "Why was Relativity Accepted?" Phys. Perspect. 1 (1999) 184-214.

249

Sullivan actually said "form ever follows function," but the usual misquotation is closer to what modernist architects meant.

249–251

Sullivan actually said "form ever follows function," but the usual misquotation is closer to what modernist architects meant.