Hackers & Painters: Big Ideas from the Computer Age
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Read between June 9, 2022 - March 5, 2023
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Problems can be improved as well as solutions. In software, an intractable problem can usually be replaced by an equivalent one that’s easy to solve. Physics progressed faster as the problem became predicting observable behavior, instead of reconciling it with scripture.
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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. Likewise, a painting that suggests is usually more engaging than one that tells. Everyone makes up their own story about the Mona Lisa.
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In architecture and design, this principle means that a building or object should let you use it as 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.
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In software, it means you should give users a few basic elements that they can combine as they wish, like Lego. In math it means a proof that becomes the basis for a lot of new work is preferable to one that was difficult, but doesn’t lead to future discoveries. In the sciences generally, citation is considered a rough indicator of merit.
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GOOD DESIGN IS OFTEN SLIG...
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I think it’s because humor is related to strength. 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. And so the mark — or at least the prerogative — of strength is not to take oneself too seriously.
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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. If you’re not working hard, you’re probably wasting your time.
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When you have to climb a mountain you toss everything unnecessary out of your pack. And so an architect who has to build on a difficult site, or a small budget, will find that he’s forced to produce an elegant design. Fashions and flourishes get knocked aside by the difficult business of solving the problem at all.
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Not every kind of hard is good. 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. A difficult problem could be good for a designer, but a fickle client or unreliable materials would not be.
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In art, the highest place has traditionally been given to paintings of people. There’s something to this tradition, and not just because pictures of faces press buttons in our brains that other pictures don’t. We are so good at looking at faces that we force anyone who draws them to work hard to satisfy us. If you draw a tree and you change the angle of a branch five d...
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When Bauhaus designers adopted Sullivan’s “form follows function,” what they meant was, form should follow function.1 And if function is hard enough, form is forced to follow it...
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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.
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In science and engineering, some of the greatest discoveries seem so simple that you say to yourself, I could have thought of that. The discoverer is entitled to reply, why didn’t you?
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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. Well, yes, but you have to get them in exactly the right...
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In most fields the appearance of ease seems to come with practice. Perhaps what practice does is train your unconscious mind to handle tasks that used to require conscious thought. In some cases you literally train your body. An expert pianist can play notes faster than the brain can send signals to his hand. 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.
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GOOD DESIGN USES SYMMETRY. Symmetry may just be one way to achieve simplicity, but it’s important enough to be mentioned on its own. Nature uses it a lot, which is a good sign.
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There are two kinds of symmetry, repetition and recursion. Recursion means repetition in subelements, like the pattern of veins in a leaf.
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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. Even these buildings only tended to be as...
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In writing you find symmetry at every level, from the phrases in a sentence to the plot of a novel. You find the same in music and art. Mosaics (and some Cézannes) have extra visual punch because the whole picture is made out of the same atoms. Compositional symmetry yields some of the most memorable paintings, especially...
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In math and engineering, recursion, especially, is a big win. Inductive proofs are wonderfully short. In software, a problem that can be solved by recursion is nearly always best solved that way. The Eiffel Tower looks striking p...
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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. So it’s a good sign when your answer resembles nature’s.
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GOOD DESIGN IS REDESIGN. It’s rare to get things right the first time. Experts expect to throw away some early work. They plan for plans to change.
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If anything, you should cultivate dissatisfaction. In Leonardo’s drawings there are often five or six attempts to get a line right. The distinctive back of the Porsche 911 only appeared in the redesign of an awkward prototype. In Wright’s early plans for the Guggenheim, the right half was a ziggurat; he inverted it to get the present shape.
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Mistakes are natural. Instead of treating them as disasters, make them easy to acknowledge and easy to fix. Leonardo more or less invented the sketch, as a way to make drawing bear a greater weight of exploration. Open source software has fewer bugs because it admits the possibility of bugs.
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GOOD DESIGN CAN COPY. Attitudes to copying often make a round trip. 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.
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Unknowing imitation is almost a recipe for bad design. If you don’t know where your ideas are coming from, you’re probably imitating an imitator.
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I think the greatest masters go on to achieve a kind of selflessness. 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. They’re confident enough to take from anyone without feeling that their own vision will be lost in the process.
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GOOD DESIGN IS OFTEN STRANGE. Some of the very best work has an uncanny quality: Euler’s Formula, Bruegel’s Hunters in the Snow, the SR-71, Lisp. They’re not just beautiful, but strangely beautiful.
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Most of the qualities I’ve mentioned are things that can be cultivated, but I don’t think it works to cultivate strangeness. The best you can do is not squash it if it starts to appear. Einstein didn’t try to make relativity strange. He tried to make it true, and the truth turned out to be strange.
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At an art school where I once studied, the students wanted most of all to develop a personal style. 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. Michelangelo was not trying to paint like Michelangelo. He was just trying to paint well; he couldn’t help painting like Michelangelo.
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The only style worth having is the one you can’t help. And this is especially true for strangeness...
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GOOD DESIGN HAPPENS IN CHUNKS.
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There are roughly a thousand times as many people alive in the US right now as lived in Florence during the fifteenth century. A thousand Leonardos and a thousand Michel Angelos walk among us. If DNA ruled, we should be greeted daily by artistic marvels. We aren’t, and the reason is that to make Leonardo you need more than his innate ability. You also need Florence in 1450.
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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. 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.
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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.
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This problem afflicts not just every era, but in some degree every field. 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. Einstein’s theory of relativity offended many contemporary physicists, and was not fully accepted for decades — in France, not until the 1950s.
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Today’s experimental error is tomorrow’s new theory. 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.
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In practice I think it’s easier to see ugliness than to imagine beauty. Most of the people who’ve made beautiful things seem to have done it by fixing something they thought ugly. Great work usually seems to happen because so...
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Intolerance for ugliness is not in itself enough. You have to understand a field well before you develop a good nose for what needs fixing. You have to do your homework.
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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. Cultivate them. The recipe for great work is: very exacting taste, plus the ability to gratify it.
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