Tuesday, March 31, 2009

John Maeda's Laws of Simplicity

Typography II, Journal: March 31

John Maeda is a renowned graphic designer who currently holds the chair of The Rhode Island School of Design President. He has been a strong proponent of simplicity in design and is the author of The Laws of Simplicity, a summation of his thoughts on how and why to strip away the unnecessary parts of one’s design. Maeda has divided up this process, which he refers to as “thoughtful reduction,” into ten “laws” (I think the term “law” isn't really appropriate—I would call them “methods,” “steps,” or even simply “topics,” but I didn't write the book).

Law1_reduce(); Strip away functionality. Question the number of things the product needs to do or how much information the design needs to communicate.



Law2_organize(); “Organization makes a system of many appear few.” A simple grouping of like items can allow large groups of items to be dealt with (physically or mentally) at a time. As one commenter on Maeda's blog said, this concept could be expanded to include abstraction—which is more of a mental organizational tool and perhaps is inherent to the organization process—is no less useful to understand.


#Andrew Stribblehill December 16, 2006

If by organisation, we are talking about aggregation of related objects, I think abstraction is a similar, but potentially more powerful, concept.

I don’t need to worry about how my clean socks are organised, for example, because I know they’re in my sock drawer. Now I only need concern myself with the (less flexible) interactions between me and the sock drawer rather than with individual socks. (It also makes them easier to count, which I see as a hint that it’s a useful abstraction.)

Somewhat related to abstraction are metaphor, allegory and approximation. When applied helpfully, each allows us to work at a higher level by being able to ignore underlying complexity.


#Maeda December 16, 2006

Thanks Andrew, yes, “abstraction” is a good way to frame the entire space of simplicity. It represents the fact that you know where your socks are, thus you do not have to open each drawer to find them. Abstractions work best when they are tacitly understood. Seems kind of odd that abstractions have to be concrete … sort of an oxymoron to mull over on a lazy Saturday :-)





Law3_time(); “Savings in time feel like simplicity.” This rule is so simple it hardly warrants explanation. Suffice it to recant the old comedian's mantra "Brevity is the essence of wit."




Law4_learn(); This one isn't immediately obvious, but is in fact rudimentary: knowledge is power—the power to simplify. The example that Maeda uses is perfect, so I won't tamper with it:
Operating a screw is deceptively simple. Just mate the grooves atop the screw’s head to the appropriate tip—slotted or Phillips—of a screwdriver. What happens next is not as simple, as you may have noted while observing a child or a woefully sheltered adult turning the screwdriver in the wrong direction.

My children remember this rule through a mnemonic taught by my spouse, “righty tighty, lefty loosy.” Personally I use the analogy of a clock, and map the clockwise motion of the hands to the positive penetration curve of the screw. Both methods are subject to a second layer of knowledge: knowing right versus left, or knowing what direction the hands of a clock turn. Thus operating a screw is not as simple as it appears. And it’s such an apparently simple object!





Law5_differences(); Simplicity stands out when compared with complexity. A simple design will shine through a haze of complex competitors. A more intriguing question, which is not addressed in Maeda's blog post, is “how could one incorporate both complexity and simplicity into a design so that the simplicity is properly appreciated.”

Another interesting question, which was raised by a commenter, was whether complexity could shine through a haze of simplicity. The poster posited that it could not. “Complexity can’t eat simple, but the simple can eat complexity.” Intuitively, I think he's right, but it's worth some thought.




Law6_context(); “What lies in the periphery of simplicity is definitely not peripheral.” For whatever reason, that is all there is to this rule. No explanation whatsoever on the site. The comments, however, offer some interesting interpretations and ideas.




Law7_emotion(); “More emotions are better than [fewer].” Apparently the site only has descriptions for the first 5 laws (presumably to promote the sale of the book). One way to interpret this is simply to say that emotion is an engaging experience, and so designing products that your audience can connect with emotionally will, of course, have more impact.




Law8_trust(); “In simplicity we trust.” This seemingly vague and reletively useless rule is actually a meaningful explanation of why simplicity is effective. As one commenter put it, “Trust wants transparency. Transparency wants simplicity.” In other words, if a design is simple—if it doesn't seem like it is hiding anything—it seems more trustworthy and the user/audience will, in theory, be more inclined to interact with it and invest time in it.

But, there is a flipside to this in that complexity can draw people in. It is fascinating and deep. The application is of course paramount in deciding where the design should rest on this continuum, but very rarely, I think should one make something entirely simple or impenetrably complex.




Law9_failure(); “Some things can never be made simple.”




Law10_theOne(); “Simplicity is about subtracting the obvious, and adding the meaningful.” Maeda says that he meant this rule to be a summation of the previous laws. I think it's an elegant way of putting it.





As a closing note, it should be said that these are not only design concerns. The laws of simplicity can—and probably should—be applied to other areas of life.

Thursday, March 26, 2009

Speech Q's

Information about the speech I chose to animate with type...

1. Who is speaking? - Former President Richard Milhous "Tricky Dick" Nixon

2. Why was the speech important? - This is Nixon's "not a crook speech" regarding his involvement in the Watergate scandal.

3. Why do you (I) find it interesting? - I was coming up with lots of visual ideas while listening to it, so you could say it struck me in that way.

4. What is the emotion, tone, feeling and personality of the speech? - Nixon is defending himself and his actions in a time in which things were starting to unravel for him. The following year, he would face trials for his impeachment that would ultimately succeed. Nevertheless, Nixon delivers the speech levelly and with some flair. It was a skill he had displayed on numerous occasions—whether or not he was being genuine—and it was a major factor in his election.

5. What is loud, soft, emphasized, etc.? - The speech is very level and calm, with some sections of subtle emphasis—"I am not a crook."

6. How does it make you/the audience feel? - There is—in light of the results of his trial and certain things it revealed about Nixon—irony in his words that kind of turns the speech on its head.

7. Short bio of speaker - "Richard Milhous Nixon was the 37th President of the United States (1969–1974) and the only president to resign the office. Nixon was elected to the presidency in 1968.

"The most immediate task facing President Nixon was the Vietnam War. He initially escalated the conflict, overseeing secret bombing campaigns, but soon withdrew American troops and successfully negotiated a ceasefire with North Vietnam, effectively ending American involvement in the war. His foreign policy was largely successful; he opened relations with the People's Republic of China and initiated détente with the Soviet Union. Domestically, he implemented new economic policies which called for wage and price control and the abolition of the gold standard. He was reelected by a landslide in 1972. In his second term, the nation was afflicted with economic difficulties. In the face of likely impeachment for his role in the Watergate scandal,[1] Nixon resigned on August 9, 1974."
-Quoted from Wikipedia

Good Kinetic Type Examples

Lock, Stock and Two Smoking Barrels
Fargo
Goodfellas
There Will Be Blood
Requiem for a Dream
Star Wars
Fight Club (Rules)
^ This one is interesting because it makes use of motion tracking to put the words on a surface that is being shakily filmed.
Fight Club (Chemical Burn)

Tuesday, March 24, 2009

SSSaFOHTW chapters

Typography II, Journal: March 10

Stop Stealing Sheep and Find Out How Type Works chapter summaries

1: Type is everywhere
Type is ubiquitous. It surrounds us, bombards us, whispers to us, encourages us, mocks us, startles us, or just prattles on and on, blithely unaware that we don't give a damn about what it has to say. Type is a method of conveying ideas, and it is one which is used extensively in our culture. Type design is important in facilitating clear, effective communication.

2: What is type
The methods of type creation and the styles and trends in type faces have changed drastically over time, but it is all fundamentally rooted in common ground.

3: Looking at type
In order to use type effectively, you must have an eye for it — you must train yourself to notice a font's shape and details.

4: Type with a purpose
Different type faces have different strengths and meanings, so choosing the right one becomes an important factor in design.

5: Type builds character
All typefaces have a tone that may or may not be appropriate for your project. Training yourself to become sensitive to the character of typefaces will help you make better decisions.

6: Types of type
There are some broad categories that typefaces fall into which can help identify them.

7: How it works
Spacing is also important. Be sure to utilize appropriate leading, tracking and kerning for a typeface. Also, it should be noted that different typefaces work best at different line lengths and sizes.

8: Putting it to work
Placement of type into logical, yet dynamic arrangements can hook the reader and keep him interested.

9: There is no bad type
Typefaces come into and fall out of favor. Fonts are almost never inherently good or bad. For every ugly font, there may very well be a situation in which it could be used quite effectively.

"Good"

Typography II, Journal: March 24

Good is a magazine, video series and a blog that is a source for extra articles. Their goal is to promote transparency and other conscientious philosophies (environmentalism, ethics, etc.). They have a clean, bright website (which I assume reflects the design found in the magazine as well)

I especially liked their so-called “transparencies,” which are basically visualizations of information, such as this one comparing the fuel efficiency of various modes of transport (taking into account the number of passengers).

Monday, March 23, 2009

Interaction Design in Half Life 2: Episode 1



This article contained some interesting commentary on the design decisions that were involved in making Half Life 2: Episode 1 as well as an exploration of the way these decisions were disguised. This is coming from a story-telling or cinematic perspective that is typical of Valve's game design philosophy. Graphic design also often has story telling elements and this is dealing mostly with the development of the game and the conveying of ideas (show don't tell), so it's scope of usefulness includes the design discipline as well.

Half Life 2: Episode 1 Review on The Ant Nest