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What makes a design good?

The people on record here mostly agree that good design is less: fewer parts, nothing arbitrary, nothing there for show. They part company over what the remainder is for — whether a design should vanish into the hand, tell the truth about the thing it is, or make you feel something — and over whether any of this is a matter of taste at all. One claim on this page says needing to be learned is the first failure; another says a couple of days of learning is a fair price. Dated, in their own words.

62 dated claims from 19 people · 5 views · most recent 28 Aug 2026. Every line below links to the person’s own words.

The views

What is a view?

Our reading of what a group of claims have in common, one level above a korrent: a korrent is our reading of what somebody said, a view is our reading of what several korrents share. The claims are printed under it, so the sentence can be checked against them.

Nobody is filed under a view — claims are. A person is named here because a dated claim of theirs sits under it, and somebody whose claims sit under two views appears under both.

  1. Good design is less: reduce to the essentials and leave nothing arbitrary

    Guillermo RauchDavid Heinemeier HanssonJulie ZhuoCraig ModSebastiaan de WithFrank ChimeroDieter RamsJohn MaedaPaul Graham

  2. Good design disappears: it is obvious to use, explains itself, and is never noticed

    Mitchell HashimotoDavid Heinemeier HanssonJason FriedJulie ZhuoAmelia WattenbergerRyan SingerSebastiaan de WithDon NormanDieter RamsPaul Graham

  3. Good design is honest, and it outlasts fashion

    Jakob NielsenFrank ChimeroDerek SiversDieter RamsEdward TuftePaul Graham

  4. Good design is felt: speed, touch, behaviour and emotion count for more than how it looks

    Mitchell HashimotoDavid Heinemeier HanssonJason FriedEmil KowalskiJulie ZhuoCraig ModDieter RamsJohn Maeda

  5. Good design solves the right problem for real people, and whether it did can be told

    Julie ZhuoDon NormanFrank ChimeroJared SpoolEdward TuftePaul Graham

A viewour reading

Good design is less: reduce to the essentials and leave nothing arbitrary

12 claims filed here, newest first — each in the words of whoever said it.

AI acceleration threatens 'less software': without the constraint of scarce hours, even 37signals will likely build too much.

  1. David Heinemeier Hansson So, this is why I'm quite skeptical about all this new AI acceleration we're having is even us, I think it's quite likely that we could use it wrong to build too much software, to get too far away from less software, learnable software. It still has to fit in the mind of a human. 0:09:00 · youtube.com

    Creator of Ruby on Rails, CTO of 37signals

    So, this is why I'm quite skeptical about all this new AI acceleration we're having is even us, I think it's quite likely that we could use it wrong to build too much software, to get too far away from less software, learnable software. It still has to fit in the mind of a human.

Software should unbloat over time: the longer it is around, the more elegant it should become.

  1. Craig Mod I love software that does this: Software that unbloats over time. This should be the goal of all software. The longer it’s around, the more elegant it should become. Smooth over like a river stone. craigmod.com

    Writer, photographer and software maker based in Japan

    I love software that does this: Software that unbloats over time. This should be the goal of all software. The longer it’s around, the more elegant it should become. Smooth over like a river stone.

The most important thing a designer can do to make new technology usable is to simplify, and sometimes fewer features make a better product.

  1. Sebastiaan de With The most important thing you can do as a designer to make great new technology usable is to simplify. lux.camera

    Designer and co-founder of Lux, makers of Halide

    The most important thing you can do as a designer to make great new technology usable is to simplify.

The cheapest way to deal with complexity is not to invent something to manage it but to avoid it with a cleverer plan.

  1. Frank Chimero So, I thought it would be useful to remind everyone that the easiest and cheapest strategy for dealing with complexity is not to invent something to manage it, but to avoid the complexity altogether with a more clever plan. frankchimero.com

    Designer and writer in New York

    So, I thought it would be useful to remind everyone that the easiest and cheapest strategy for dealing with complexity is not to invent something to manage it, but to avoid the complexity altogether with a more clever plan.

Directness is best: a great photo, a memorable illustration or a pitch-perfect sentence does most of the work, and fancy implementation has never moved the needle for clients.

  1. Frank Chimero Directness is best in my experience, so a great photo, memorable illustration, or pitch-perfect sentence does most of the work. Beyond that, fancy implementation has never moved the needle much for my clients. frankchimero.com

    Designer and writer in New York

    Directness is best in my experience, so a great photo, memorable illustration, or pitch-perfect sentence does most of the work. Beyond that, fancy implementation has never moved the needle much for my clients.

Good design is as little design as possible: less, but better, because it concentrates on the essentials.

  1. Dieter Rams by Less, but better – because it concentrates on the essential aspects, and the products are not burdened with non-essentials. vitsoe.com

    Industrial designer; head of design at Braun from 1961 to…

    Less, but better – because it concentrates on the essential aspects, and the products are not burdened with non-essentials.

Good design is thorough down to the last detail: nothing must be arbitrary, and care in the design process shows respect towards the user.

  1. Dieter Rams by Nothing must be arbitrary or left to chance. Care and accuracy in the design process show respect towards the user. vitsoe.com

    Industrial designer; head of design at Braun from 1961 to…

    Nothing must be arbitrary or left to chance. Care and accuracy in the design process show respect towards the user.

The simplest way to achieve simplicity is through thoughtful reduction: when in doubt, remove.

  1. John Maeda The simplest way to achieve simplicity is through thoughtful reduction. When in doubt, just remove. But be careful of what you remove. lawsofsimplicity.com

    Designer and technologist

    The simplest way to achieve simplicity is through thoughtful reduction. When in doubt, just remove. But be careful of what you remove.

Good design is simple, because being forced to be simple forces a maker to face the real problem and deliver substance instead of ornament.

  1. Paul Graham 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. paulgraham.com

    Co-founder of Y Combinator and Viaweb

    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.

A viewour reading

Good design disappears: it is obvious to use, explains itself, and is never noticed

13 claims filed here, newest first — each in the words of whoever said it.

The best terminal multiplexer is the one nobody has to learn; needing to be learned at all is the first design failure.

  1. Mitchell Hashimoto I can't tell you the number of people over my career that have said "I tried learning tmux" First problem: the fact you have to "learn it" at all. The world's best multiplexer is the one you don't have to learn. It just works. x.com

    Creator of Ghostty and co-founder of Superlogical

    I can't tell you the number of people over my career that have said "I tried learning tmux" First problem: the fact you have to "learn it" at all. The world's best multiplexer is the one you don't have to learn. It just works.

    @mitchellh on Xx.com

Omarchy is a system for professional computer lovers: it optimises usability over learnability, and a couple of days learning the keyboard is a fair price.

Filed under this view as its counter: it says a couple of days of learning is a fair price, which the claim above it calls the first design failure.

  1. David Heinemeier Hansson This is a computer system made for pros, and I mean that in the sense of professional computer lovers. People who are willing to invest time and energy into learning how their system works, and reap the benefits that come from that investment. 22:16 · youtube.com

    Creator of Ruby on Rails, CTO of 37signals

    This is a computer system made for pros, and I mean that in the sense of professional computer lovers. People who are willing to invest time and energy into learning how their system works, and reap the benefits that come from that investment.

The original Cuisinart, with its two paddle buttons and clear affordances, was peak interface design, and it has been downhill from there.

  1. Jason Fried Big flat toggle buttons under satisfying tension. Clear affordances. You push them down, not in. One click catches, one doesn't. You can use them with bare hands, oven mitts, fingers coated in slippery whatever. Doesn't matter. Plenty of surface area. Outstanding design. It's all been downhill from there. world.hey.com

    Co-founder and CEO of 37signals (Basecamp, HEY)

    Big flat toggle buttons under satisfying tension. Clear affordances. You push them down, not in. One click catches, one doesn't. You can use them with bare hands, oven mitts, fingers coated in slippery whatever. Doesn't matter. Plenty of surface area. Outstanding design. It's all been downhill from there.

The most powerful rule for an exceptional interface is that it feels obvious to use; novelty, minimalism and simplicity are means to that, not the end.

  1. Julie Zhuo Sometimes designers will go to great lengths to make a user interface novel, or minimal, or simple. This is the wrong goal. Novelty, minimalism or simplicity are good heuristics for obviousness, but do not mistake the means for the end. lg.substack.com

    Co-founder of Sundial; former vice president of product…

    Sometimes designers will go to great lengths to make a user interface novel, or minimal, or simple. This is the wrong goal. Novelty, minimalism or simplicity are good heuristics for obviousness, but do not mistake the means for the end.

Obviousness comes from conforming to people's existing mental models: do not reinvent a common UI pattern unless the new one is at least twice as good.

  1. Julie Zhuo Obviousness comes from conforming to people’s existing mental models. Don’t waste time reinventing common UI patterns or paradigms unless they are at least 2x better, or you have some critical brand reason to do so. lg.substack.com

    Co-founder of Sundial; former vice president of product…

    Obviousness comes from conforming to people’s existing mental models. Don’t waste time reinventing common UI patterns or paradigms unless they are at least 2x better, or you have some critical brand reason to do so.

Good tools make it clear how they should be used and how they should not; a chat box looks the same as a search box, a login form and a credit card field.

  1. Amelia Wattenberger by Good tools make it clear how they should be used. And more importantly, how they should not be used. wattenberger.com

    Designer and engineer; formerly principal research…

    Good tools make it clear how they should be used. And more importantly, how they should not be used.

Interface copy is an affordance: reading it is an act that gives the user information for what to do next.

  1. Ryan Singer by We consider interface copy to be an affordance, too. Reading it is an act that gives the user information for subsequent actions. basecamp.com

    Author of Shape Up; formerly head of strategy at Basecamp

    We consider interface copy to be an affordance, too. Reading it is an act that gives the user information for subsequent actions.

Given a complicated premise, the best thing a designer can do is stick to a conventional design and let the features surprise and delight.

  1. Sebastiaan de With But given the already complicated premise of long exposure photography, the best possible thing we could do — and as a designer this is hard to admit — was to stick to a fairly conventional design and let the actual features surprise and delight. lux.camera

    Designer and co-founder of Lux, makers of Halide

    But given the already complicated premise of long exposure photography, the best possible thing we could do — and as a designer this is hard to admit — was to stick to a fairly conventional design and let the actual features surprise and delight.

You know a design is great when it disappears: a superb typeface, good signage or a well-designed door handle is never noticed, only the absence of frustration.

  1. Sebastiaan de With When you come across an article set in a superb typeface for reading, some excellent airport signage or a well designed door handle, you don’t think about it or even notice it. If anything you might just notice being happier, or simply not frustrated. That’s how you know a design is great: it disappears. lux.camera

    Designer and co-founder of Lux, makers of Halide

    When you come across an article set in a superb typeface for reading, some excellent airport signage or a well designed door handle, you don’t think about it or even notice it. If anything you might just notice being happier, or simply not frustrated. That’s how you know a design is great: it disappears.

For designers, signifiers matter more than affordances: affordances control what is possible, signifiers are how a product communicates what to do.

  1. Don Norman Affordances control what actions are possible. For designers, signifiers are far more important. Signifiers are how communication takes place, how one signals the appropriate controls and operations. jnd.org

    Cognitive scientist and designer

    Affordances control what actions are possible. For designers, signifiers are far more important. Signifiers are how communication takes place, how one signals the appropriate controls and operations.

Good design is unobtrusive: products that fulfil a purpose are tools, neither decorative objects nor works of art, and should leave room for the user's self-expression.

  1. Dieter Rams by Products fulfilling a purpose are like tools. They are neither decorative objects nor works of art. Their design should therefore be both neutral and restrained, to leave room for the user’s self-expression. vitsoe.com

    Industrial designer; head of design at Braun from 1961 to…

    Products fulfilling a purpose are like tools. They are neither decorative objects nor works of art. Their design should therefore be both neutral and restrained, to leave room for the user’s self-expression.

Good design makes a product understandable: at best it is self-explanatory.

  1. Dieter Rams by It clarifies the product’s structure. Better still, it can make the product talk. At best, it is self-explanatory. vitsoe.com

    Industrial designer; head of design at Braun from 1961 to…

    It clarifies the product’s structure. Better still, it can make the product talk. At best, it is self-explanatory.

Great designers make it look easy, and the ease is mostly an illusion: the conversational tone of good writing comes on the eighth rewrite.

  1. Paul Graham Good design looks easy. Like great athletes, great designers make it look easy. Mostly this is an illusion. The easy, conversational tone of good writing comes only on the eighth rewrite. paulgraham.com

    Co-founder of Y Combinator and Viaweb

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

A viewour reading

Good design is honest, and it outlasts fashion

10 claims filed here, newest first — each in the words of whoever said it.

Companies pay for design so that customers buy more and look at more ads; internet-era UX was manipulation, whatever designers set out to do.

Not a claim about what good design is but about what design gets paid for; filed here because it is the sharpest statement on this page of what an honest design is up against.

  1. Jakob Nielsen The reason companies pay for design is to get customers to buy more and users to look at more advertisements. jakobnielsenphd.substack.com

    Usability pioneer; co-founder of Nielsen Norman Group and…

    The reason companies pay for design is to get customers to buy more and users to look at more advertisements.

A design system built for the right reasons is reparative and one built for the wrong reasons is a weapon for displacement, because tools are always beholden to values.

  1. Frank Chimero A well-made design system created for the right reasons is reparative. One created for the wrong reasons becomes a weapon for displacement. Tools are always beholden to values. frankchimero.com

    Designer and writer in New York

    A well-made design system created for the right reasons is reparative. One created for the wrong reasons becomes a weapon for displacement. Tools are always beholden to values.

The feeds businesses design to be addictive are obstacles to anyone whose aim is to make something.

  1. Derek Sivers Every business wants to get you addicted to their infinite updates, pings, chats, messages, and news. But if what you want out of life is to create, then those are your obstacles. sive.rs

    Founded CD Baby in 1998 and sold it in 2008

    Every business wants to get you addicted to their infinite updates, pings, chats, messages, and news. But if what you want out of life is to create, then those are your obstacles.

    Disconnectsive.rs

Convenience means someone else makes your choices for you: the less you have to do, the less say you have.

  1. Frank Chimero To create convenience—particularly the automated convenience technology trades in—someone else must make our choices for us. In other words: the less you have to do, the less say you have. frankchimero.com

    Designer and writer in New York

    To create convenience—particularly the automated convenience technology trades in—someone else must make our choices for us. In other words: the less you have to do, the less say you have.

Good design is honest: it does not make a product seem more innovative, powerful or valuable than it is, and does not manipulate with promises that cannot be kept.

  1. Dieter Rams by It does not make a product more innovative, powerful or valuable than it really is. It does not attempt to manipulate the consumer with promises that cannot be kept. vitsoe.com

    Industrial designer; head of design at Braun from 1961 to…

    It does not make a product more innovative, powerful or valuable than it really is. It does not attempt to manipulate the consumer with promises that cannot be kept.

Good design is long-lasting: it avoids being fashionable and therefore never appears antiquated.

  1. Dieter Rams by It avoids being fashionable and therefore never appears antiquated. Unlike fashionable design, it lasts many years – even in today’s throwaway society. vitsoe.com

    Industrial designer; head of design at Braun from 1961 to…

    It avoids being fashionable and therefore never appears antiquated. Unlike fashionable design, it lasts many years – even in today’s throwaway society.

The standard PowerPoint presentation elevates format over content and turns everything into a sales pitch.

  1. Edward Tufte The standard PowerPoint presentation elevates format over content, betraying an attitude of commercialism that turns everything into a sales pitch. wired.com

    Statistician and professor emeritus at Yale

    The standard PowerPoint presentation elevates format over content, betraying an attitude of commercialism that turns everything into a sales pitch.

Audience boredom is usually a content failure, not a decoration failure: if the numbers are boring you have the wrong numbers.

  1. Edward Tufte If your numbers are boring, then you've got the wrong numbers. If your words or images are not on point, making them dance in color won't make them relevant. Audience boredom is usually a content failure, not a decoration failure. wired.com

    Statistician and professor emeritus at Yale

    If your numbers are boring, then you've got the wrong numbers. If your words or images are not on point, making them dance in color won't make them relevant. Audience boredom is usually a content failure, not a decoration failure.

Chartjunk is a clear sign of statistical stupidity.

  1. Edward Tufte Chartjunk is a clear sign of statistical stupidity. Poking a finger into the eye of thought, these data graphics would turn into a nasty travesty if used for a serious purpose, such as helping cancer patients assess their survival chances. wired.com

    Statistician and professor emeritus at Yale

    Chartjunk is a clear sign of statistical stupidity. Poking a finger into the eye of thought, these data graphics would turn into a nasty travesty if used for a serious purpose, such as helping cancer patients assess their survival chances.

Good design is timeless: if something is ugly it cannot be the best solution, and someone will eventually find a better one.

  1. Paul Graham if something is ugly, it can't be the best solution. There must be a better one, and eventually someone will discover it. paulgraham.com

    Co-founder of Y Combinator and Viaweb

    if something is ugly, it can't be the best solution. There must be a better one, and eventually someone will discover it.

A viewour reading

Good design is felt: speed, touch, behaviour and emotion count for more than how it looks

14 claims filed here, newest first — each in the words of whoever said it.

A low-effort AI-designed landing page costs a product its audience before the product itself is ever judged.

  1. Mitchell Hashimoto I'm so incredibly tired of seeing low-effort AI-designed web pages. I basically bounce off any new product immediately when I see it (never get a chance to judge the product itself). Lots of thin lines, glowy styles, inconsistent fonts, lots of monospace. x.com

    Creator of Ghostty and co-founder of Superlogical

    I'm so incredibly tired of seeing low-effort AI-designed web pages. I basically bounce off any new product immediately when I see it (never get a chance to judge the product itself). Lots of thin lines, glowy styles, inconsistent fonts, lots of monospace.

    @mitchellh on Xx.com

Aesthetics is truth: when something is beautiful it is likely to be correct, in code as in mathematics and physics.

  1. David Heinemeier Hansson I mean, I think aesthetics is truth. When something is beautiful, it's likely to be correct. I think this is true in mathematics. This is true in physics. This is true in a lot of different domains that when you arrive at something that has the correct aesthetic quality. 0:28:33 · youtube.com

    Creator of Ruby on Rails, CTO of 37signals

    I mean, I think aesthetics is truth. When something is beautiful, it's likely to be correct. I think this is true in mathematics. This is true in physics. This is true in a lot of different domains that when you arrive at something that has the correct aesthetic quality.

    Watch from 0:28:33 plays here

    DHH’s new way of writing codeyoutube.com

    video · 1h 47m · spoken · machine transcript

The most interesting design is design that changes your behaviour, more than what something looks like or how it works.

  1. Jason Fried In some cases, design is what something looks like. In other cases, design is how something works. But the most interesting designs to me are when design changes your behavior. Even the smallest details can change how someone interacts with something. world.hey.com

    Co-founder and CEO of 37signals (Basecamp, HEY)

    In some cases, design is what something looks like. In other cases, design is how something works. But the most interesting designs to me are when design changes your behavior. Even the smallest details can change how someone interacts with something.

Easing is the most important part of any animation: it can make a bad animation feel great and a great one feel bad.

  1. Emil Kowalski by Easing is the most important part of any animation. It can make a bad animation feel great and a great animation feel bad. That’s why you have to know which easing to choose in a specific situation. emilkowal.ski

    Design engineer; formerly at Linear and Vercel

    Easing is the most important part of any animation. It can make a bad animation feel great and a great animation feel bad. That’s why you have to know which easing to choose in a specific situation.

Everyone's software is good enough these days, so to stand out a product has to feel great, and animation is one way to get there.

  1. Emil Kowalski by Everyone’s software is good enough these days. The barriers to entry are low. To stand out, you need to make your product feel great. One way of doing that is through animations. emilkowal.ski

    Design engineer; formerly at Linear and Vercel

    Everyone’s software is good enough these days. The barriers to entry are low. To stand out, you need to make your product feel great. One way of doing that is through animations.

Design is not how a product looks; it is how it works, and all builders are designers.

  1. Julie Zhuo Design is not the way it looks, or beautiful colors and animations. It's not the brand or the logo. It is how the product works. Designing is the the process of exploring and arriving at a solution. I believe all builders are designers. lg.substack.com

    Co-founder of Sundial; former vice president of product…

    Design is not the way it looks, or beautiful colors and animations. It's not the brand or the logo. It is how the product works. Designing is the the process of exploring and arriving at a solution. I believe all builders are designers.

Speed in software is probably the most valuable, least valued asset.

  1. Craig Mod Speed in software is probably the most valuable, least valued asset. To me, speedy software is the difference between an application smoothly integrating into your life, and one called upon with great reluctance. craigmod.com

    Writer, photographer and software maker based in Japan

    Speed in software is probably the most valuable, least valued asset. To me, speedy software is the difference between an application smoothly integrating into your life, and one called upon with great reluctance.

Fast software is not always good software, but slow software is rarely able to rise to greatness, because not breaking flow is an axiom of great tools.

  1. Craig Mod Fast software is not always good software, but slow software is rarely able to rise to greatness. Fast software gives the user a chance to “meld” with its toolset. That is, not break flow. craigmod.com

    Writer, photographer and software maker based in Japan

    Fast software is not always good software, but slow software is rarely able to rise to greatness. Fast software gives the user a chance to “meld” with its toolset. That is, not break flow.

Speed is a good proxy for engineering quality: software that slows down on simple tasks suggests engineers who are not obsessive about detail.

  1. Craig Mod Speed and reliability are often intuited hand-in-hand. Speed can be a good proxy for general engineering quality. If an application slows down on simple tasks, then it can mean the engineers aren’t obsessive detail sticklers. craigmod.com

    Writer, photographer and software maker based in Japan

    Speed and reliability are often intuited hand-in-hand. Speed can be a good proxy for general engineering quality. If an application slows down on simple tasks, then it can mean the engineers aren’t obsessive detail sticklers.

The best touch interfaces are physical buttons; on a screen, to feel tactile is to move without latency.

  1. Craig Mod Excellent touch interfaces feel tactile. The best “touch interfaces,” in my opinion, are actual buttons, things with physicality, haptics. But on a screen, to feel tactile is to move without latency. craigmod.com

    Writer, photographer and software maker based in Japan

    Excellent touch interfaces feel tactile. The best “touch interfaces,” in my opinion, are actual buttons, things with physicality, haptics. But on a screen, to feel tactile is to move without latency.

The aesthetic quality of a product is integral to its usefulness, but only well-executed objects can be beautiful.

  1. Dieter Rams by The aesthetic quality of a product is integral to its usefulness because products we use every day affect our person and our well-being. But only well-executed objects can be beautiful. vitsoe.com

    Industrial designer; head of design at Braun from 1961 to…

    The aesthetic quality of a product is integral to its usefulness because products we use every day affect our person and our well-being. But only well-executed objects can be beautiful.

Savings in time feel like simplicity: when forced to wait, life seems unnecessarily complex.

  1. John Maeda When forced to wait, life seems unnecessarily complex. Savings in time feel like simplicity. And we are thankfully loyal when it happens, which is rare. lawsofsimplicity.com

    Designer and technologist

    When forced to wait, life seems unnecessarily complex. Savings in time feel like simplicity. And we are thankfully loyal when it happens, which is rare.

More emotions are better than fewer: when emotion comes first, do not be afraid to add ornament or layers of meaning.

  1. John Maeda More emotions are better than less. When emotions are considered above everything else, don’t be afraid to add more ornament or layers of meaning. lawsofsimplicity.com

    Designer and technologist

    More emotions are better than less. When emotions are considered above everything else, don’t be afraid to add more ornament or layers of meaning.

A viewour reading

Good design solves the right problem for real people, and whether it did can be told

10 claims filed here, newest first — each in the words of whoever said it.

If the people a product is designed for cannot generally agree that the design is good, it is not good.

  1. Julie Zhuo If you cannot get a group of people for whom your product is designed for to generally agree that your design is good, it’s not good. lg.substack.com

    Co-founder of Sundial; former vice president of product…

    If you cannot get a group of people for whom your product is designed for to generally agree that your design is good, it’s not good.

What gets called human error is design error: technology-centred design makes people do what machines are good at and then blames them.

  1. Don Norman Human error is blamed for over 90 percent of industrial and automobile accidents. It is the leading cause of aviation accidents, and medical error is reported to be the third-largest cause of death in the entire United States. Horrifying? Yes, but why do we label it “human error”? It is design error. jnd.org

    Cognitive scientist and designer

    Human error is blamed for over 90 percent of industrial and automobile accidents. It is the leading cause of aviation accidents, and medical error is reported to be the third-largest cause of death in the entire United States. Horrifying? Yes, but why do we label it “human error”? It is design error.

Convergence and simplicity make for poor goals in technology; aim for clarity instead.

The one claim on this page that says simplicity is the wrong goal; filed here because what it asks for instead, clarity, is a test of whether the right problem got solved.

  1. Frank Chimero Clearly, convergence and simplicity make for poor goals. Instead, we must aim for clarity. You can’t contain or reduce the torrent of technology, but you can channel it in a positive direction through proper framing and clear articulation. frankchimero.com

    Designer and writer in New York

    Clearly, convergence and simplicity make for poor goals. Instead, we must aim for clarity. You can’t contain or reduce the torrent of technology, but you can channel it in a positive direction through proper framing and clear articulation.

Design is the rendering of intent: the designer imagines an outcome and puts forth activities to make it real.

  1. Jared Spool Over the last year, we’ve started explaining design as “the rendering of intent.” The designer imagines an outcome and puts forth activities to make that outcome real. articles.centercentre.com

    Co-founder of Center Centre and founder of UIE

    Over the last year, we’ve started explaining design as “the rendering of intent.” The designer imagines an outcome and puts forth activities to make that outcome real.

Visual reasoning works best when information is shown side by side, and the more intense the detail, the greater the clarity.

  1. Edward Tufte Visual reasoning usually works more effectively when relevant information is shown side by side. Often, the more intense the detail, the greater the clarity and understanding. wired.com

    Statistician and professor emeritus at Yale

    Visual reasoning usually works more effectively when relevant information is shown side by side. Often, the more intense the detail, the greater the clarity and understanding.

Great software requires a fanatical devotion to beauty: the parts no one is supposed to see should be beautiful too, because unseen details become visible in the aggregate.

  1. Paul Graham Great software, likewise, requires a fanatical devotion to beauty. If you look inside good software, you find that parts no one is ever supposed to see are beautiful too. paulgraham.com

    Co-founder of Y Combinator and Viaweb

    Great software, likewise, requires a fanatical devotion to beauty. If you look inside good software, you find that parts no one is ever supposed to see are beautiful too.

You need a good sense of design to judge good design, and there is no correlation, except possibly a negative one, between people's ability to recognize it and their confidence that they can.

  1. Paul Graham You need a good sense of design to judge good design. And there is no correlation, except possibly a negative one, between people's ability to recognize good design and their confidence that they can. paulgraham.com

    Co-founder of Y Combinator and Viaweb

    You need a good sense of design to judge good design. And there is no correlation, except possibly a negative one, between people's ability to recognize good design and their confidence that they can.

Taste is not just personal preference: there is such a thing as good and bad design, and a maker's taste can be wrong.

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

    Co-founder of Y Combinator and Viaweb

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

Good design solves the right problem; a lot of bad design is industrious but misguided.

  1. Paul Graham Good design solves the right problem. The typical stove has four burners arranged in a square, and a dial to control each. How do you arrange the dials? The simplest answer is to put them in a row. But this is a simple answer to the wrong question. paulgraham.com

    Co-founder of Y Combinator and Viaweb

    Good design solves the right problem. The typical stove has four burners arranged in a square, and a dial to control each. How do you arrange the dials? The simplest answer is to put them in a row. But this is a simple answer to the wrong question.

Read, and under none of the views

On the topic, but saying something the views above do not cover.

The legibility of the source is one of the most important properties of the web, because it keeps the door open to the next generation.

  1. Frank Chimero Illegibility comes from complexity without clarity. I believe that the legibility of the source is one of the most important properties of the web. It’s the main thing that keeps the door open to independent, unmediated contributions to the network. frankchimero.com

    Designer and writer in New York

    Illegibility comes from complexity without clarity. I believe that the legibility of the source is one of the most important properties of the web. It’s the main thing that keeps the door open to independent, unmediated contributions to the network.

Every material has a grain, including the web, and designs that work against it end up weaker.

  1. Frank Chimero I believe every material has a grain, including the web. But this assumption flies in the face of our expectations for technology. Too often, the internet is cast as a wide-open, infinitely malleable material. frankchimero.com

    Designer and writer in New York

    I believe every material has a grain, including the web. But this assumption flies in the face of our expectations for technology. Too often, the internet is cast as a wide-open, infinitely malleable material.

On this topic, not yet placed

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