Most designers set requirements for f() by describing what f() should be, which is a circularity. To be useful, requirements should be defined independent of f() as tests for fitness.
All of us who do creative work, we get into it because we have good taste. But it's like there is this gap. For the first couple years that you're making stuff, what you're making isn't so good. It’s not that great. It’s trying to be good, it has ambition to be good, but it’s not that good.
And then there’s this 89-year-old grandmother, who got dressed nicely and put her paintings up for display at an art showing, and guess what? No one fucking came. Then she packed up her paintings and drove home, feeling “foolish.” You know what that is? It’s cluey as shit. Especially her choice of the word foolish in particular. I really don’t need... See more
We must start at the beginning: what is technology? Indeed, how deeply do we understand what we make? The increasing power and consequence of technology seems to obscure its definition. Technology is like a cloud; it envelopes and surrounds us, but we can’t quite apprehend it because its omnipresence obscures our vision. We know it familiarly, thus... See more
Designers often debate what is "good" in the absolute. As a result, fashion and personal preferences influence the solution more than casuality and context. Finding empirical values for x and y enables you to consider what needs to happen step by step to produce the right specific outcome, thus guiding you to a unique solution tailored to the... See more