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Design Principles
Google
Facebook
Design Principles
- The Robustness Principle
- Be conservative in what you send; be liberal in what you accept.
- The Pareto Principle
- 80% of the effects come from 20% of the causes.
- The Principle of Least Surprise
- When two elements of an interface conflict, or are ambiguous, the behaviour should be that which will least surprise the user.
- The DRY Principle
- Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.
Personal Design Principles
Tim Berners-Lee
Architectural and philosophical points
These statements of architectural principle explain the thinking behind the specifications. These are personal notes by Tim Berners-Lee: they are not endorsed by W3C. They are aimed at the technical community, to explain reasons, provide a framework to provide consistency for for future developments, and avoid repetition of discussions once resolved.
Principles of Design
- Simplicity
- Modular Design
- Being part of a Modular Design
- Tolerance
- Decentralization
- Test of Independent Invention
- Principle of Least Power
Bert Bos
What is a good standard?
Why doesn't HTML include tags for style? Why can't you put text inside SMIL? Why doesn't CSS include commands to transform a document? Why, in short, does W3C modularize its specification and why in this particular way? This essay tries to make explicit what the developers in the various W3C working groups mean when they invoke words like efficiency, maintainability, accessibility, extensibility, learnability, simplicity, longevity, and other long words ending in -y.
An essay on W3C's design principles
- Maintainability
- Modularity
- Minimum redundancy
- Accessibility
- Device-independency
- Internationality
- Extensibility
- Learnability
- Readability
- Efficiency
- Binary or text format
- Implementability
- Simplicity
- Longevity
- Backwards compatibility
- Interoperability
- Repurposing of content
- Timeliness
- Use what is there
- Design by committee
- Expertise
- Brevity
- Stability
- Robustness
Dieter Rams
Ten principles for good design
- Good design is innovative
- Good design makes a product useful
- Good design is aesthetic
- Good design makes a product understandable
- Good design is unobtrusive
- Good design is honest
- Good design is long-lasting
- Good design is thorough down to the last detail
- Good design is environmentally friendly
- Good design is as little design as possible
Evan Williams
Ten rules for web startups
- Be narrow
- Be different
- Be casual
- Be picky
- Be user-centric
- Be self-centered
- Be greedy
- Be tiny
- Be agile
- Be balanced
- (bonus!) Be wary
Bruce Tognazzini
First Principles of Interaction Design
The following principles are fundamental to the design and implementation of effective interfaces, whether for traditional GUI environments or the web. Of late, many web applications have reflected a lack of understanding of many of these principles of interaction design, to their great detriment. Because an application or service appears on the web, the principles do not change. If anything, applying these principles become even more important.
- Aesthetics
- Anticipation
- Autonomy
- Color Blindness
- Consistency
- Defaults
- Efficiency of the User
- Explorable Interfaces
- Fitts’ Law
- Human Interface Objects
- Latency Reduction
- Learnability
- Metaphors
- Protect Users’ Work
- Readability
- Track State
- Visible Navigation
Joshua Porter
Principles of User Interface Design
Interfaces exist to enable interaction between humans and our world. They can help clarify, illuminate, enable, show relationships, bring us together, pull us apart, manage our expectations, and give us access to services. The act of designing interfaces is not art and they are not monuments unto themselves. Interfaces do a job and their effectiveness can be measured. They are not just utilitarian, however. The best interfaces can inspire, evoke, mystify, and intensify our relationship with the world.
- Clarity is job #1
- Interfaces exist to enable interaction
- Conserve attention at all costs
- Keep users in control
- Direct manipulation is best
- One primary action per screen
- Keep secondary actions secondary
- Provide a natural next step
- Appearance follows behavior (aka form follows function)
- Consistency matters
- Strong visual hierarchies work best
- Smart organization reduces cognitive load
- Highlight, don't determine, with color
- Progressive disclosure
- Help people inline
- A crucial moment: the zero state
- Existing problems are most valuable
- Great design is invisible
- Build on other design disciplines
- Interfaces exist to be used
Principles of Product Design
- Usefulness is job #1
- The experience is the product
- Solve existing problems
- Look for investment
- Model features on real artifacts
- Fit and finish matter
- Release quality sets expectations
- Release a smaller, better product
- The last 10% is the hardest
- Know who your real competitors are
- Actual vs desired use
- Personal value precedes social value
- Users are not product designers
- The behavior you’re seeing is the behavior you’ve designed for
- Great products are focused on a single problem
- Disruptive products look like toys
- Positioning is crucial
- Product/market fit is when people sell for you
Sandi Wassmer
The Ten Principles of Inclusive Web Design
Inclusive Design is where innovation and imagination flourish. Meeting the needs of the widest variety of people does not inhibit creativity. It opens our minds and inspires excellence.
- Equitable: Be welcoming.
- Flexible: Provide options.
- Straightforward: Be obvious and not ambiguous.
- Perceptible: Don’t assume anything.
- Informative: Be timely, predictable, uncomplicated and precise.
- Preventative: Provide easy to follow instructions and gently guide users.
- Tolerant: Handle errors respectfully.
- Effortless: Don’t make demands or place restrictions on your users.
- Accommodating: Be approachable, uncluttered and give people room to manoeuvre.
- Consistent: Follow standards, guidelines, conventions and best practices.
Paul Robert Lloyd
We can start the work of building this framework, by agreeing upon a set design principles, each working in service of a broader goal, that of building a web that is and remains accessible to all.
Responsive Principles
- Start from the point of greatest adaptabiliy
- Reflect the diversity of users within our practice
- Build using systems that can be reasoned with
Massimo Vignelli
The Vignelli Canon
Creativity needs the support of knowledge to be able to perform at its best. It is not the intention of this little book to stifle creativity or to reduce it to a bunch of rules. It is not the formula that prevents good design from happening but lack of knowledge of the complexity of the Design profession. It’s up to the brain to use the proper formula to achieve the desired result.
Part One: The Intangibles
- Semantics
- Syntactics
- Pragmatics
- Discipline
- Appropriateness
- Ambiguity
- Design is One
- Visual Power
- Intellectual Elegance
- Timelessness
- Responsibility
- Equity
Part Two: The Tangibles
- Paper Sizes
- Grids, Margins, Columns and Modules
- A Company Letterhead
- Grids for Books
- Typefaces, The Basic Ones
- Flush left, centered, justified
- Type Size Relationships
- Rulers
- Contrasting Type Sizes
- Scale
- Texture
- Color
- Layouts
- Sequence
- Binding
- Indentity and Diversity
- White Space
- A collection of experiences
Willem Sandberg
- A poster has to be joyous, unless it has to arouse compassion.
- Red has to be in every poster.
- A poster has to provoke a closer look, otherwise it doesn’t endure.
- With a respect for society, designer and director both are responsible for the street scene. A poster does not only have to revive the street, it also has to be human.
- Every poster has to be an artwork.
Heydon Pickering
What the Heck Is Inclusive Design?
- Involve code early
- Respect conventions
- Don’t be exact
- Enforce simplicity
Jens Meiert
Principles of Web Development
Dave Winer
If we work together on a project based on open tech, these are the principles I will try to stick to.
Manifesto: Rules for standards-makers
- Interop is all that matters
- There are tradeoffs in standards
- Software matters more than formats (much)
- Users matter even more than software
- One way is better than two
- Fewer formats is better
- Fewer format features is better
- Perfection is a waste of time
- Write specs in plain English
- Explain the curiosities
- If practice deviates from the spec, change the spec
- No breakage
- Freeze the spec
- Keep it simple
- Developers are busy
- Mail lists don’t rule
- Praise developers who make it easy to interop
Josh Clark
Here are ten design principles for conceiving, designing, and managing data-driven products.
Design in the era of the algorithm
Lou Downe
So, in the absence of anything else, here are 15 principles on what makes a good service. They’re based on years of working on bad services, and trying to build good ones.
15 principles of good service design
A good service must…
- Enable a user to complete the outcome they set out to do
- Be easy to find
- Clearly explain its purpose
- Set the expectations a user has of it
- Be agnostic of organisational structures
- Require the minimum possible steps to complete
- Be consistent throughout
- Have no dead ends
- Be usable by everyone, equally
- Respond to change quickly
- Work in a way that is familiar
- Encourage the right behaviours from users and staff
- Clearly explain why a decision has been made
- Make it easy to get human assistance
- Require no prior knowledge to use
Brian Eno
Several of the principles were immediately useful, and put straight into practice; they either reinforced an earlier thought or opened up entirely new vistas. Several others are unfurling as we go. A few more are more broadly relevant, well beyond our street-oriented agenda. Here they are:
Design principles for the streets
- Think like a gardener, not an architect: design beginnings, not endings
- Unfinished = fertile
- Artists are to cities what worms are to soil.
- A city’s waste should be on public display.
- Make places that are easy for people to change and adapt (wood and plaster, as opposed to steel and concrete.)
- Places which accommodate the very young and the very old are loved by everybody else too.
- Low rent = high life
- Make places for people to look at each other, to show off to each other.
- Shared public space is the crucible of community.
- A really smart city is the one that harnesses the intelligence and creativity of its inhabitants.
Organisational Design Principles
Ethical Web Principles
The web should be a platform that helps people and provides a positive social benefit. As we continue to evolve the web platform, we must therefore consider the consequences of our work. The following document sets out ethical principles that will drive the W3C's continuing work in this direction.
- There is one web
- The web does not cause harm to society
- The web supports healthy community and debate
- The web is for all people
- The web is secure, and respects peoples' privacy
- The web enables freedom of expression
- The web makes it possible to verify information
- The web enhances individuals' control and power
- The web is an environmentally sustainable platform
- The web is transparent
- The web is multi-browser, multi-OS and multi-device
- People can render web content as they want
Principles for Independent Archives
Reduce the cost of using and acting on the evidence in the archive.
Engage new people in the records.
Preserve access to the evidence for as long as possible in as many ways as possible.
Google’s mission is to organize the world’s information and make it universally accessible and useful.
Ten things we know to be true
- Focus on the user and all else will follow.
- It’s best to do one thing really, really well.
- Fast is better than slow.
- Democracy on the web works.
- You don’t need to be at your desk to need an answer.
- You can make money without doing evil.
- There’s always more information out there.
- The need for information crosses all borders.
- You can be serious without a suit.
- Great just isn’t good enough.
Ten principles that contribute to a Googley user experience
- Focus on people their lives, their work, their dreams.
- Every millisecond counts.
- Simplicity is powerful.
- Engage beginners and attract experts.
- Dare to innovate.
- Design for the world.
- Plan for today’s and tomorrow’s business.
- Delight the eye without distracting the mind.
- Be worthy of people’s trust.
- Add a human touch.
Government Digital Service
These guidelines are intended for people building digital services for the GOV.UK domain. … We believe that the work should do the talking, so underneath each of the principles there are examples of how we have applied that thinking in the work released so far.
Design Principles
- Start with needs
- Do less
- Design with data
- Do the hard work to make it simple
- Iterate. Then iterate again.
- Build for inclusion
- Understand context
- Build digital services, not websites
- Be consistent, not uniform
- Make things open: it makes things better
Accessibility Principles
- Inclusion is better than empathy
- Accessible design is good design
- Start with what works
- If it’s not accessible, it’s not done
- This is still for everyone
National Health Service
Design principles
These principles guide all of our design. Use them to get started on a project and to help with making decisions. They're inspired by the NHS Constitution that's steered the NHS for 70 years.
- Put people at the heart of everything you do
- Design for the outcome
- Be inclusive
- Design for context
- Design for trust
- Test your assumptions
- Make, learn, iterate
- Do the hard work to make it simple
- Make things open. It makes things better
U.S. Digital Services
To increase the success rate of these projects, the U.S. Government needs a new approach. We created a playbook of 13 key “plays” drawn from successful best practices from the private sector and government that, if followed together, will help government build effective digital services.
Playbook
- Understand what people need
- Address the whole experience, from start to finish
- Make it simple and intuitive
- Build the service using agile and iterative practices
- Structure budgets and contracts to support delivery
- Assign one leader and hold that person accountable
- Bring in experienced teams
- Choose a modern technology stack
- Deploy in a flexible hosting environment
- Automate testing and deployments
- Manage security and privacy through reusable processes
- Use data to drive decisions
- Default to open
Opower
Opower Product Design Principles
- Design for how people actually behave
- Assume people don’t care
- Always lead to action
- Aim for lasting relationships, not one-night stands
- Build for everyone… who receives a utility bill
Indie Web Camp
Key Principles
- Own your data.
- Use visible data for humans first, machines second.
- Build tools for yourself, not for all of your friends.
- Eat your own dogfood.
- Document your stuff.
- Open source your stuff!
- UX and design is more important than protocols.
- Build platform agnostic platforms.
- Build for the long web.
- Have fun.
British Airways
Digital design principles
Our 8 design principles outline our approach to design for digital channels — they are the foundation of our UI and UX output. Using them will help with decision making and can be used to measure the success of a design.
- Design for customers
- Design with knowledge
- Focus on the task
- Make it clear & simple
- Make use of conventions
- Be consistent not prescriptive
- Avoid errors
- Create contrast
Co-op
Design manual: Principles
Our digital design principles reflect how we think about design. They provide a way for us to look at the work we create and how we create it: building the right thing; building the thing right.
- We design in context
- We design with purpose
- We design for everyone
- We design with honesty
- We design in the open
- We design iteratively
Pitch
Pitch Engineering Principles
At Pitch, we believe that software development is inherently collaborative. After growing to more than 70 engineers around the world, we decided it was a good time to write down our principles to keep us aligned as we scale.
- Unlocking the team over individual contribution
- Group knowledge over individual expertise
- Small incremental changes over perfection at first try
- Growing the team over shipping code
Design Patterns for Mental Health
Browse principles
Principles are high-level values that run through the patterns and examples that sit underneath them.
- Listen and respond
- People need to be genuinely listened and responded to.
- Make it human
- Enable access to help from a real person where possible.
- Give control
- People should be able (where they can) to make informed choices about the support they receive.
- Be clear
- Mental health services need to be clear in how they are delivered, what they offer and when and how change will occur in order for people to make informed choices.
- Adapt to changing needs
- Services need to be able to adapt in response to individuals’ requirements changing due to different situations arising.
- Create a safe space
- People should feel they are able to safely engage in expressing themselves and receive support in a safe manner with appropriate guidance and rules to ensure theirs and others’ safety and privacy is maintained.
- Be reliable and consistent
- Build reliability and consistency in your service delivery. This ensures the promise you make can be reliably delivered for people to use and retains a level of consistency in service continuity for users, particularly across multi-service provision.
Calm Technology Institute
Principles of Calm Technology
Calm Technology is a process for designing technology that works with human attention, instead of against it.
- Technology should require the smallest possible amount of attention
- Technology should inform and create calm
- Technology should make use of the periphery
- Technology should amplify the best of technology and the best of humanity
- Technology can communicate, but doesn’t need to speak
- Technology should work even when it fails
- The right amount of technology is the minimum needed to solve the problem
- Technology should respect social norms
Format Design Principles
HTML5
HTML5 defines the fifth major revision of the core language of the World Wide Web, HTML.
HTML Design Principles
Microformats
A set of simple, open data formats built upon existing and widely adopted standards.
Microformats principles
- Solve a specific problem
- Start as simple as possible
- Design for humans first, machines second
- Reuse building blocks from widely adopted standards
- Modularity / embeddability
- Enable and encourage decentralized and distributed development, content, services
WCAG 2.0
Understanding the Four Principles of Accessibility
The guidelines and Success Criteria are organized around the following four principles, which lay the foundation necessary for anyone to access and use Web content. Anyone who wants to use the Web must have content that is:
- Perceivable
- It can't be invisible to all of their senses.
- Operable
- The interface cannot require interaction that a user cannot perform.
- Understandable
- The content or operation cannot be beyond their understanding.
- Robust
- As technologies and user agents evolve, the content should remain accessible.
AMP Project
AMP Design Principles
These design principles are meant to guide the ongoing design and development of AMP. They should help us make internally consistent decisions.
- User Experience > Developer Experience > Ease of Implementation.
- Don’t design for a hypothetical faster future browser.
- Don’t break the web.
- Solve problems on the right layer.
- Only do things if they can be made fast.
- Prioritise things that improve the user experience – but compromise when needed.
- No whitelists.
Software Design Principles
Front-end Development
I realized that in order to really know whether our work is any good, we need a higher level of principles that can be used as a measuring stick for implementing design. We need something that is removed from a specific language like CSS or an opinionated way of writing it.
The Nine Principles Of Design Implementation
- Structured
- The document is written semantically and logically, with or without styles.
- Efficient
- The least amount of markup and assets are used to achieve the design.
- Standardized
- Rules for common values are stored and used liberally.
- Abstracted
- Base elements are separated from a specific context and form a core framework.
- Modular
- Common elements are logically broken into reusable parts.
- Configurable
- Customizations to base elements are available through optional parameters.
- Scalable
- The code is easily extended and anticipates enhancements in the future.
- Documented
- All elements are described for others to use and extend.
- Accurate
- The final output is an appropriate representation of the intended design.
Inclusive Design
They are intended to give anyone involved in the design and development of websites and applications - designers, user experience professionals, developers, product owners, idea makers, innovators, artists and thinkers — a broad approach to inclusive design.
Inclusive Design Principles
- Provide comparable experience
- Ensure your interface provides a comparable experience for all so people can accomplish tasks in a way that suits their needs without undermining the quality of the content.
- Consider situation
- People use your interface in different situations. Make sure your interface delivers a valuable experience to people regardless of their circumstances.
- Be consistent
- Use familiar conventions and apply them consistently.
- Give control
- Ensure people are in control. People should be able to access and interact with content in their preferred way.
- Offer choice
- Consider providing different ways for people to complete tasks, especially those that are complex or non standard.
- Prioritise content
- Help users focus on core tasks, features, and information by prioritising them within the content and layout.
- Add value
- Consider the value of features and how they improve the experience for different users.
Exclusive Design
Where Inclusive Design is about designing for everybody in every context, Exclusive Design is for those of us who do not know everybody in every context yet.
The Exclusive Design Principles
- Study Situation
- We work with one real person with a disability, and closely observe how they react to our design.
- Ignore conventions
- If during our tests it turns out the conventions/guidelines/best practices aren't good enough, we improve them.
- Prioritise Identity
- We get to know the person we work with closely, and soak our design, our process and our organisations with their identity.
- Add Nonsense
- We explicitly allow crazy/weird/uncommon/uncomfortable ideas to flourish. That’s where the unknown things are hidden.
Web Development
As web developers, we are responsible for shaping the experiences of user’s online lives. By making choices that are ethical and user-centered, we create a better web for everyone.
Principles of Ethical Web Development
- Web applications should work for everyone
- Web applications should work everywhere
- Web applications should respect a user’s privacy and security
- Web developers should be considerate of their peers
JavaScript
I want to introduce 7 actionable principles for websites that want to make use of JavaScript to control their UI.
7 Principles of Rich Web Applications
Drupal
An open source content management platform
Drupal 7 User Experience Project
- Make the most frequent tasks easy and less frequent tasks achievable.
- Design for the 80%
- Privilege the Content Creator
- Make the default settings smart
Foodspotting
Instead of reviewing restaurants, you can recommend your favorite dishes and see what others have recommended wherever you go.
About Foodspotting
- It’s about dishes, not just restaurants
- It’s visual
- It’s positive
- It’s global
It's what enables us to debate whether something “Is Facebook” or “Isn't Facebook,” it's what allows us to evaluate whether anything we’re designing could be improved.
Facebook Design Principles
- Universal
- Human
- Clean
- Consistent
- Useful
- Fast
- Transparent
Medium
It’s never too early to talk about principles for your product. They can feel premature because they’re not what we typically consider signs of progress, such as mocks or prototypes. Nevertheless, if written correctly, you’ll be surprised at how often they will come up in conversations, during new employee onboarding, design critiques, and brainstorms.
Creating useful design principles
- Direction over Choice.
- This principle was often referred to while we were designing the Medium editor. We purposely traded layout, type, and color choices for guidance and direction. Direction was more appropriate for the product because we wanted people to focus on writing, and not get distracted by choice.
- Appropriate over Consistent.
- This might seem controversial, but when applied across devices, its purpose is clear. We were willing to break consistency if it was more appropriate for the OS, device, or context.
- Evolving over Finalized.
- This is exemplified in the ability to share Medium drafts, write responses, and leave notes. The content on Medium should be antifragile, improving with use and evolving overtime. We did not want to design printed books for the internet.
Mapbox
After a few weeks sketching and debating, we stepped back and created some simple design principles before moving forward:
Our principles
- Interaction is the basic unit of design.
- Transitional interfaces are easier to learn and more pleasant to use.
- Interactions should be delightful and surprising.
- Focus the user on one primary action at a time.
Firefox
Is what we’re making a clear expression of what it means to be Firefox? What will make it more Firefoxy? What will we not do because it’s not true to Firefox?
Firefox Design Values
Takes care of you
- user-sovereignty
- default to privacy
- no surprises
- actionable advice
You help make it
- research gives a voice to our non-core community
- start people with smart defaults
- implicit as well as explicit customization
- invite people to be more than users
Plays well with others
- user control and choice
- simple to use the services you choose
- suggest ways to get the most out of the web
Exuberant
- feels like there is a person at the other end
- fun tools are easier to use
- humour and whimsy
- have a point of view
Finely crafted
- see also our visual design guidelines
- continuity of look and feel across platforms
- perceivable quality is vital
Global
- global means local and local and local
Balances power and simplicity
- 80/20/2: default to surface minimalism and easy access to the rest
- user-agency and understanding, not just less
Makes sense of the web
- focus on real human tasks and contexts
- many real tasks involve a browser and other tools
- quick access to your stuff and web
- no jargon
High user-performance
- performance is objective, but responsiveness is subjective
- a happy user performs better
Windows
Windows UX Design Principles
- Reduce concepts to increase confidence
- Small things matter, good and bad
- Be great at “look” and “do”
- Solve distractions, not discoverability
- UX before knobs and questions
- Personalization, not customization
- Value the life cycle of the experience
- Time matters, so build for people on the go
Windows Apps
Microsoft design principles
- Pride in craftsmanship
- Do more with less
- Fast and fluid
- Authentically digital
- Win as one
Android
These design principles were developed by and for the Android User Experience Team to keep users' best interests in mind. For Android developers and designers, they continue to underlie the more detailed design guidelines for different types of devices.
Android Design Principles
Enchant Me
- Delight me in surprising ways
- Real objects are more fun than buttons and menus
- Let me make it mine
- Get to know me
Simplify My Life
- Keep it brief
- Pictures are faster than words
- Decide for me but let me have the final say
- Only show what I need when I need it
- I should always know where I am
- Never lose my stuff
- If it looks the same, it should act the same
- Only interrupt me if it's important
Make Me Amazing
- Give me tricks that work everywhere
- It’s not my fault
- Sprinkle encouragement
- Do the heavy lifting for me
- Make important things fast
Android Wear
These design principles provide some simple heuristics about how you should plan and assess your Android Wear app design.
Design Principles for Android Wear
- Focus on not stopping the user and all else will follow
- Design for big gestures
- Think about stream cards first
- Do one thing, really fast
- Design for the corner of the eye
- Don’t be a constant shoulder tapper
Google Glass
Glass is fundamentally different than existing mobile platforms in both design and use. Follow these principles when building Glassware to give users the best experience.
Principles
- Design for Glass
- Don’t get in the way
- Keep it relevant
- Avoid the Unexpected
- Build for people
Harmony by Intuit
Our vision is to create a cohesive, multi-device user experience that unites Intuit’s small business products.
Design Principles
Be simple, easy to use, and guiding.
- Establish a familial resemblance.
- Maintain user context by staying in place.
- Guide the user where appropriate.
Design for the customer and instill confidence.
- Be trustworthy and helpful.
- Imbue confidence.
Establish modern and iconic ownable moments.
- Define a standard personality.
- Celebrate unique tasks.
- Project a voice.
- Define ownable visualizations.
Celebrate data while respecting user and device context.
- Be smart and appropriate for the task at hand.
- Understand the broader contexts of use.
Arch Linux
The following five core principles comprise what is commonly referred to as the Arch Way, or the Arch Philosophy, perhaps best summarized by the acronym KISS for Keep It Simple, Stupid.
The Arch Way
- Simplicity
- Arch Linux defines simplicity as without unnecessary additions, modifications, or complications, and provides a lightweight UNIX-like base structure that allows an individual user to shape the system according to their own needs. In short: an elegant, minimalist approach.
- Code-correctness over convenience
- Simplicity of implementation, code-elegance, and minimalism shall always remain the reigning priorities of Arch development.
- User-centric
- Arch Linux targets and accommodates competent GNU/Linux users by giving them complete control and responsibility over the system.
- Openness
- Arch Linux uses simple tools, that are selected or built with openness of the sources and their output in mind.
- Freedom
- By keeping the system simple, Arch Linux provides the freedom to make any choice about the system.
Web Design
What principles do designers need to understand to create better designs?
Front-End Principles for Designers
- Let go of control
- Avoid too much variation
- Keep performance in mind
- Understand source order
- Know your numbers
- Let content determine breakpoints
- Maintan consistency
- Communicate early and often
Moo.com
I wrote these up just before I left MOO I think.
'MOO.COM UX rules' - circa 2008
- Optimise for the common case
- Build tools that focus on meeting one simple need
- Build tools for users without experience
- Users needs are not always the same as the features they ask for
- One action per page
- Context is more important than consistancy
- Optimise for average user's return rate
- Make pages functionally readable
- Only tell people things once per page
- Contextual help is best
- Let people teach themselves
- Keep the user path as short as possible
- Make decisions for people
- Make people confident in their actions
- Pages make sense before and after action
- State should always be maintained between pages
- Make sure pages content can be linked to forever
Wayfindr Open Standard
Designing for vision impaired people
These principles provide guidance about:
- The design and development process of a wayfinding and digital navigation system for vision impaired people
- The high level thinking for creating audio instructions
- The usage of sound in a wayfinding system for vision impaired people
- Involve users in the process
- Focus on the environment not the technology
- Use simple and concise messages
- Use active words
- Provide reassurance information
- Provide an instruction at every decision making point
- Provide different techniques for diagonal directions
- Provide auditory cues
- Divide the route into clear segments
Malleable Systems Collective
Principles
For all of these principles, it is not yet clear how to best achieve them, and there are sure to be many possible solutions with different tradeoffs. We’ll need to experiment as community with various approaches. The collective’s primary goal is to report on such efforts and raise awareness of work in these directions.
- Easy to change
- Software must be as easy to change as it is to use it.
- Arbitrary recombination and reuse
- All layers, from the user interface through functionality to the data within, must support arbitrary recombination and reuse in new environments.
- Open-ended potential
- Tools should strive to be easy to begin working with but still have lots of open-ended potential.
- Retain ownership and control
- People of all experience levels must be able to retain ownership and control.
- Freely sharable
- Recombined workflows and experiences must be freely sharable with others.
- Modifying in the context of use
- Modifying a system should happen in the context of use, rather than through some separate development toolchain and skill set.
- Thoughtfully crafted
- Computing should be a thoughtfully crafted, fun, and empowering experience.
Hardware Design Principles
The Clock Of The Long Now
These are the principles that Danny Hillis used in the initial stages of designing a 10,000 Year Clock. We have found these are generally good principles for designing anything to last a long time.
Principles
- Longevity
- With occasional maintenance, the clock should reasonably be expected to display the correct time for the next 10,000 years.
- Maintainability
- The clock should be maintainable with bronze-age technology.
- Transparency
- It should be possible to determine operational principles of the clock by close inspection.
- Evolvability
- It should be possible to improve the clock with time.
- Scalability
- It should be possible to build working models of the clock from table-top to monumental size using the same design.
WikiHouse
Guide for Designers
- Rather than solving problems from scratch, adapt other people's solutions, and then give them credit.
- Design for materials and components which are reasonably cheap to buy, low-carbon and fully recyclable or biodegradable.
- Design structures which can be assembled with minimal formal skill or training, and without the use of power tools.
- WikiHouses should be capable of being habitable throughout the year, and as efficient as possible in the use of energy and water.
- Design in such a way as to offer maximum provision for the safety, security and health (both mental and physical) of the users at all stages of the structure's life.
- As a general rule, design for the climate, culture, economy and legal / planning framework in which you live, and you know best. Others will then be able to adapt the design to suit their environment.
- Share your work as much and as openly as possible, it might come back better. At very least you'll have contributed to solving a common problem.
- “It is easier to ship recipes than cakes and biscuits” — John Maynard Keynes
- Design to dismantle. The easier it is to dismantle structures or replace individual parts, the better.
- Design for mistakes. Try to design components which either make it impossible for the assembler to get it wrong or are designed in such a way that it doesn't matter if they do.
Chindōgu
The Ten Chindōgu Tenets
- A Chindogu cannot be for real use.
- A Chindogu must exist.
- Inherent in every Chindogu is the spirit of anarchy.
- Chindogu are tools for everyday life.
- Chindogu are not for sale.
- Humour must not be the sole reason for creating Chindogu.
- Chindogu are not propaganda.
- Chindogu are never taboo.
- Chindogu cannot be patented.
- Chindogu are without prejudice.