创造者的品味

Paul Graham 2002-02-01

创造者的品味

2002年2月

”……哥白尼对[等分点]的美学上的不满,是他拒绝托勒密体系的一个关键动机……” ——托马斯·库恩,《哥白尼革命》

“我们所有人都受过凯利·约翰逊的训练,并且狂热地信奉他的那条信念:看起来漂亮的飞机,飞起来也一样漂亮。” ——本·里奇,《臭鼬工厂》

“美是第一道检验:丑陋的数学在这个世界上没有立足之地。” ——G·H·哈代,《一个数学家的辩白》

最近我和一个在麻省理工教书的朋友聊天。他的研究方向正当红,每年都被研究生申请淹没。“他们中很多人看起来挺聪明的,“他说,“但我没法判断他们有没有品味。”

品味。这个词现在已经很少听到了。但不管我们怎么称呼它,我们仍然需要这个概念。我朋友想说的是,他要的学生不只是技术好,还得能用技术知识去设计出美的东西。

数学家管好的工作叫”美”,科学家、工程师、音乐家、建筑师、设计师、作家和画家也是如此——不管是现在还是过去。他们都用同一个词,这只是巧合吗?还是说他们指的东西确实有所重叠?如果确实有重叠,我们能不能把一个领域关于美的发现,借用到另一个领域?

对于我们这些搞设计的人来说,这些绝不只是理论问题。如果美这种东西确实存在,我们就得有能力辨认它。要做出好东西,就得有好品味。别把美当成一个飘在空中的抽象概念——你不必看心情决定对它高谈阔论还是避而不谈——不如把它当作一个实际问题来对待:怎样才能做出好东西?

如果你现在提到品味,很多人会告诉你”品味是主观的”。他们之所以这样认为,是因为他们的感受确实如此。他们喜欢一样东西,却不知道为什么。可能因为它确实美,可能因为他妈妈有过一个,可能因为他在杂志上看到某个明星用了一个,也可能因为他知道它很贵。他们脑子里是一团从未被审视过的冲动。

我们大多数人从小就被鼓励不要去审视这团乱麻。如果你嘲笑弟弟在涂色本里把人涂成绿色,妈妈大概会说:“你喜欢你的画法,他喜欢他的画法。”

这时候妈妈并不是在教你什么美学真理,她只是想让你们俩别吵了。

就像大人告诉我们的许多半真半假的话一样,这句话跟他们说的其他话自相矛盾。他们一边给你灌输”品味不过是个人偏好”,一边又带你去博物馆,告诉你要好好看,因为达·芬奇是伟大的艺术家。

这时候小孩脑子里在想什么?他觉得”伟大的艺术家”是什么意思?在被教导了那么多年”每个人都有自己的做法”之后,他不太可能直接得出结论——所谓伟大的艺术家,就是作品比别人好的人。在他的托勒密宇宙模型里,一个更可能的解释是:伟大的艺术家就像西兰花一样,是对你有好处的东西,因为有人在书里这么说了。

说品味不过是个人偏好,确实能有效避免争吵。问题是,这不是真的。一旦你开始动手设计东西,就能感受到这一点。

不管做什么工作,人都会自然而然地想做得更好。球员想赢球,CEO想提高利润。在工作中进步本身就是一种自尊,也是一种真实的快乐。但如果你的工作是设计东西,而美这种东西根本不存在,那你就没办法在工作中变得更好。如果品味纯属个人偏好,那每个人的品味都已经完美了:你喜欢你喜欢的,仅此而已。

然而事实是,和做任何工作一样,你设计的东西越多,就会做得越好。你的品味会变化。而且,和所有在工作中不断进步的人一样,你知道自己在进步。如果是这样的话,你过去的品味就不只是”不同”,而是”更差”。所谓”品味无对错”的公理,啪地一声就碎了。

相对主义眼下很时髦,这可能会妨碍你去思考品味问题——即便你的品味正在成长。但如果你能坦然面对,至少对自己承认:设计确实有好坏之分,那你就可以开始细致地研究什么是好设计了。你的品味是怎么变化的?犯错的时候,是什么导致了那些错误?其他人从设计中学到了什么?

一旦开始认真审视这个问题,你会惊讶地发现,不同领域对美的理解竟然有那么多共通之处。好设计的原则一次又一次地反复出现。

好的设计是简单的。 从数学到绘画,你都会听到这句话。在数学里,更短的证明往往是更好的证明。尤其在公理层面,少即是多。在编程中也差不多。对建筑师和设计师而言,美应该依托于几个精心选择的结构元素,而不是堆砌一大堆表面装饰。(装饰本身并不坏,只有当它被用来掩盖平庸的形式时才坏。)绘画也一样,几件被精心观察、扎实塑造的静物,往往比一大片华丽但无脑重复的花边领子更耐看。在写作中,这意味着:把话说清楚,说简短。

必须强调简单这件事,本身就有点奇怪。按说简单应该是默认选项才对——做得花哨明明更费力。但人一旦想”搞创作”,好像就会发生某种变化。初学写作的人会端出一种浮夸的腔调,和他们平时说话完全两样。想显得有艺术感的设计师开始堆砌弧线和卷曲花纹。画家们发现自己原来是”表现主义者”。这些都是逃避。在长词和”表现力十足”的笔触底下,其实没什么内容——这才是真正可怕的事情。

当你被迫做到简单时,你就被迫直面真正的问题。当你没法用装饰来充门面时,你就只能拿出真东西。

好的设计是永恒的。 在数学中,每个证明都是永恒的——除非它包含错误。那么哈代说”丑陋的数学没有立足之地”是什么意思呢?他的意思和凯利·约翰逊一样:如果一样东西是丑的,它就不可能是最优解。一定有更好的方案,迟早会有人发现。

以永恒为目标,是逼自己找到最佳答案的一种方式:如果你能想象有人会超越你,那你就应该自己先做到。有些最伟大的大师把这一点做到了极致,以至于后来者几乎无处着手。自丢勒以来,每一个版画家都不得不活在他的阴影之下。

以永恒为目标,也是摆脱时尚束缚的一种方式。时尚几乎在定义上就是随时间而变的,所以如果你能做出一样在遥远的未来仍然好看的东西,那它的魅力就必然更多来自实力,而非潮流。

说来也怪,如果你想做出能打动未来的人的东西,一个办法是试着去打动过去的人。未来会是什么样很难猜,但有一点可以确定:未来和过去一样,不会在乎当下的时尚。所以如果你做的东西既能打动今天的人,也能打动1500年的人,那它很可能也能打动2500年的人。

好的设计解决正确的问题。 典型的灶台有四个排成方形的灶眼,配四个旋钮分别控制。旋钮怎么排?最简单的做法是排成一排。但这是对错误问题的简单回答。旋钮是给人用的,如果排成一排,倒霉的用户每次都得停下来想想哪个旋钮对应哪个灶眼。不如把旋钮也排成方形,跟灶眼对应起来。

很多坏设计都很勤奋,但方向错了。二十世纪中期,曾流行用无衬线字体排正文。这些字体更接近字母纯粹的底层形态。但在正文排版中,这不是你要解决的问题。对可读性而言,字母之间容易区分才更重要。Times Roman 的小写 g 看起来也许有点维多利亚式,但它跟小写 y 一眼就能分清。

问题本身也可以优化,不只是解法。在软件中,一个棘手的问题通常可以替换成一个等价但容易解决的问题。物理学的进步也是如此——当问题从”与经文保持一致”变成”预测可观测行为”时,进步就快多了。

好的设计是含蓄的。 简·奥斯汀的小说几乎不包含描写;她不告诉你一切看起来是什么样子,而是把故事讲得太好了,你自然会在脑海中浮现画面。绘画也一样,含蓄暗示的画往往比直白叙述的画更吸引人。每个人都会为《蒙娜丽莎》编出自己的故事。

在建筑和设计中,这条原则意味着一座建筑或一件物品应该让你按自己的方式去使用它:比如,一幢好建筑应该充当人们想要过的任何生活的背景,而不是让住在里面的人像在执行建筑师编写的程序。

在软件中,这意味着你应该给用户一些基本元素,让他们像搭乐高一样随意组合。在数学中,一个能成为大量后续工作基础的证明,比一个虽然艰深但不会催生新发现的证明更有价值;在科学界,引用次数通常被视为衡量价值的粗略指标。

好的设计往往带一点幽默。 这一条也许并不总是成立。但丢勒的版画、沙里宁的子宫椅、万神殿、初代保时捷911,在我看来都带着一点诙谐。哥德尔不完备定理简直像一个恶作剧。

我觉得这是因为幽默和力量有关。有幽默感就是强大:能保持幽默感意味着你能对厄运一笑了之,而失去幽默感意味着你被厄运击垮了。所以力量的标志——或者至少是力量的特权——是不把自己太当回事。自信的人常常像燕子一样,似乎在轻轻调侃整个过程,就像希区柯克在他的电影里,勃鲁盖尔在他的画里——或者莎士比亚,反正都一样。

好的设计不一定非得有趣,但很难想象一个被称为”毫无幽默感”的东西同时也是好设计。

好的设计是困难的。 看看那些做出过伟大作品的人,他们似乎都有一个共同点:他们工作极其努力。如果你不努力,你多半是在浪费时间。

困难的问题需要巨大的付出。在数学中,困难的证明需要巧妙的解法,而那些往往也是有趣的。工程学亦然。

当你必须翻山越岭时,你会把背包里多余的东西统统扔掉。同理,一个不得不在困难的地段或拮据的预算下建造的建筑师,会发现自己被迫产出优雅的设计。时尚和花哨在解决问题这个硬仗面前,统统被推到一边。

并非所有的困难都是好事。痛苦有好坏之分。你要的是跑步带来的那种痛,不是踩到钉子的那种痛。困难的问题对设计师来说是好事,但善变的客户或不靠谱的材料就不是了。

在艺术中,最高的位置传统上留给了人物画。这个传统有道理,而且不仅仅是因为人脸能触发大脑里其他图片触发不了的按钮。我们太擅长看脸了,以至于任何画脸的人都被迫拼尽全力才能让我们满意。你画一棵树,把树枝的角度偏了五度,没人会察觉。但你要是把谁的眼睛角度偏了五度,大家一眼就看出来了。

包豪斯的设计师们引用沙利文的”形式追随功能”时,他们的意思其实是:形式应该追随功能。而如果功能足够困难,形式就不得不追随功能,因为你已经没有余力去犯错了。野生动物之所以美丽,是因为它们的生活足够艰难。

好的设计看起来毫不费力。 和伟大的运动员一样,伟大的设计师让一切看起来轻松自如。这多半是一种错觉。好文章那种轻松、像聊天一样的语调,往往要到第八次重写时才会出现。

在科学和工程领域,一些最伟大的发现看起来如此简单,以至于你会对自己说:这个我也想得到啊。发现者完全有权回一句:那你怎么没想到?

达·芬奇的一些头像速写不过寥寥几根线条。你看着它们会想,只要把八到十根线条放到对的位置,就能画出这么美的肖像。没错——但你得把它们放到精确正确的位置。最细微的偏差都会让整幅画崩塌。

线描实际上是最困难的视觉媒介,因为它要求近乎完美。用数学术语来说,线描是闭合解;水平差一些的艺术家则是字面意义上用逐次逼近法来解同一道题。孩子们到十岁左右往往会放弃画画,原因之一就是他们决定开始像大人那样画,而他们最先尝试的就是用线条画一张脸——啪!

在大多数领域里,看起来毫不费力的表现似乎都来自大量的练习。也许练习的作用就是训练你的潜意识去处理那些过去需要有意识思考的任务。有时候,你是在字面意义上训练你的身体。专业钢琴家弹音符的速度,可以快过大脑向手指发送信号的速度。画家也是一样,画久了之后,视觉感受能从眼睛流入、从手中流出,就像有人在用脚打拍子一样自然。

人们说”进入状态”的时候,我觉得他们的意思是脊髓接管了局面。脊髓不那么犹豫,它把有意识的思考解放出来去处理真正困难的问题。

好的设计善用对称。 我觉得对称也许只是实现简单的一种方式,但它重要到值得单独说。大自然大量使用对称,这是个好兆头。

对称有两种:重复和递归。递归是指在子元素中重复,比如叶脉的纹路。

对称在某些领域眼下不太时髦,这是对过去滥用的一种反弹。建筑师从维多利亚时代就开始有意识地让建筑不对称,到了1920年代,不对称已经成为现代主义建筑的明确前提。但即便这些建筑,也只是倾向于在主轴上不对称罢了——细看之下,仍有数百处小小的对称。

在写作中,对称无处不在,从句子里的词组到小说的情节。音乐和艺术中也一样。马赛克作品(以及塞尚的某些画作)用同样的基本单元构成整幅画面,由此产生额外的视觉冲击力。构图上的对称催生了一些最令人难忘的画作,尤其是当两半彼此呼应的时候,比如《创造亚当》和《美国哥特式》。

在数学和工程中,递归尤其是一个巨大的优势。归纳证明短得令人赞叹。在软件中,能用递归解决的问题,几乎总是用递归解决最好。埃菲尔铁塔之所以看起来如此震撼,部分原因就在于它是一个递归解——塔上之塔。

对称的危险——尤其是重复的危险——在于它可以被用来代替思考。

好的设计接近自然。 接近自然本身并不天然就好,关键在于大自然已经花了很长时间来解决这些问题。当你的答案和大自然的答案相似时,这是个好兆头。

模仿并不是作弊。很少有人会否认故事应该像生活。写生在绘画中同样是一种宝贵的工具,尽管它的作用常被误解。写生的目的不只是做记录,而是给你的大脑提供素材去咀嚼:当你的眼睛正在观察某样东西时,你的手会做出更有趣的东西来。

模仿自然在工程中同样有效。船长久以来就有像动物胸腔一样的龙骨和肋骨。在某些情况下,我们也许得等待更好的技术:早期飞机设计师试图造出看起来像鸟的飞机是错误的,因为他们既没有足够轻的材料和动力源(莱特兄弟的发动机重152磅,只能输出12马力),也没有足够精密的控制系统来让机器像鸟一样飞。但我能想象,五十年后会有像鸟一样飞行的小型无人侦察机。

既然我们现在有了足够的计算能力,我们就可以不仅模仿自然的成果,还能模仿自然的方法。遗传算法也许能让我们创造出复杂到无法用常规方式设计的东西。

好的设计是不断重来的设计。 第一次就做对的情况很少见。行家预期要扔掉一些早期的工作。他们为计划的改变做好了计划。

扔掉已有的工作需要信心。你得相信:还能做出更好的来。比如刚开始学画画的人,常常不愿意重画不对的地方;他们觉得能画到现在这个程度已经够幸运了,要是重画,说不定会更糟。于是他们说服自己,这幅画其实也没那么差——说不定,他们就是故意画成这样的呢。

这是危险的心态。如果说有什么建议的话,你应该培养不满足。在达·芬奇的素描中,一根线条常常有五六次尝试。保时捷911标志性的尾部造型,是在一个笨拙原型的重新设计中才出现的。赖特为古根海姆博物馆画的早期方案中,右半部分是一座金字形塔;他把它倒过来,才得到了现在的形状。

犯错是自然的。与其把错误当灾难,不如让它们容易被承认、容易被修复。达·芬奇或多或少地发明了素描,就是为了让绘画能承载更多的探索。开源软件的bug更少,正是因为它坦然承认了bug存在的可能性。

有一种便于修改的媒介是有帮助的。十五世纪油画取代蛋彩画时,它帮助画家处理人物这样困难的题材——因为油彩不同于蛋彩,可以混合、可以覆盖重画。

好的设计可以借鉴。 人们对待模仿的态度往往会走一圈。新手不自觉地模仿;然后他开始刻意追求原创;最后他意识到,正确比原创更重要。

不自觉的模仿几乎就是坏设计的配方。如果你不知道自己的想法从何而来,那你八成是在模仿模仿者。拉斐尔的风格深深渗透了十九世纪中期的审美趣味,以至于几乎任何学画的人都在模仿他——而且往往隔了好几层。让拉斐尔前派真正困扰的,不是拉斐尔本人的作品,而是这些二手三手的模仿。

有雄心的人不会满足于模仿。品味成长的第二个阶段,是有意识地追求原创。

我认为最伟大的大师最终会达到一种无我的境界。他们只是想要找到正确的答案,如果正确答案的一部分已经被别人发现了,没有理由不拿来用。他们足够自信,可以从任何人那里汲取,而不担心自己的视野会在这个过程中迷失。

好的设计往往是奇异的。 一些最顶尖的作品身上有一种不可思议的特质:欧拉公式,勃鲁盖尔的《雪中猎人》,SR-71黑鸟侦察机,Lisp语言。它们不只是美,而是美得奇异。

我不确定这是为什么。也许只是我自己见识浅薄。开罐器在狗看来一定像奇迹。也许如果我足够聪明,eiπ=1e^{i\pi} = -1 就会是世上最自然不过的事情。毕竟,它在逻辑上是必然成立的。

我前面提到的大多数品质都是可以有意培养的,但奇异性不行。你能做的最好的事情,就是当它冒出头来的时候不要压制它。爱因斯坦并不是故意要让相对论变得奇怪,他只是想让它正确——而正确的答案碰巧就是奇怪的。

我曾就读的一所艺术学校里,学生们最渴望的就是形成个人风格。但如果你只是一心想把东西做好,你不可避免地会以一种独特的方式去做——就像每个人走路的姿势都不一样。米开朗基罗并不是在试图画得”像米开朗基罗”,他只是在试图画好;他没法不画得像米开朗基罗。

唯一值得拥有的风格,是那种你没法摆脱的风格。对于奇异性来说更是如此。通往奇异性没有捷径。风格主义者、浪漫主义者和两代美国高中生苦苦寻找的那条”西北航道”,似乎根本不存在。到达那里的唯一路径,是穿过”好”的领地,从另一头走出来。

好的设计是成群出现的。 十五世纪佛罗伦萨的居民包括布鲁内莱斯基、吉贝尔蒂、多纳泰罗、马萨乔、菲利波·利皮、安杰利科修士、韦罗基奥、波提切利、达·芬奇和米开朗基罗。当时的米兰和佛罗伦萨一样大。你能说出几个十五世纪米兰的艺术家?

十五世纪的佛罗伦萨一定发生了什么。这不可能是遗传——因为今天的佛罗伦萨并没有这种现象。你只能假定,不管达·芬奇和米开朗基罗天生拥有什么能力,在米兰出生的人也拥有同样多。那么,米兰的达·芬奇怎么了?

今天美国的人口大约是十五世纪佛罗伦萨的一千倍。一千个达·芬奇和一千个米开朗基罗就行走在我们中间。如果基因说了算,我们每天都应该被艺术奇迹包围。但我们并没有。原因在于,造就达·芬奇,光有他的天赋是不够的,你还需要1450年的佛罗伦萨。

没有什么比一群有才华的人围绕相关问题协同工作更强大的了。相比之下,基因微不足道:光凭基因上的达·芬奇天赋,不足以弥补出生在米兰而非佛罗伦萨的损失。今天我们的流动性大得多,但伟大的工作仍然不成比例地涌现自少数几个热点:包豪斯、曼哈顿计划、《纽约客》、洛克希德臭鼬工厂、施乐帕洛阿尔托研究中心。

在任何时代,都有几个热门课题和几个围绕它们做出伟大工作的团体。如果你离这些中心太远,几乎不可能独自做出好东西。你可以在一定程度上推动或牵引这些趋势,但你没法脱离它们。(也许你能,但米兰的达·芬奇做不到。)

好的设计往往是大胆的。 在历史上的每个时期,人们都相信着某些荒谬的东西,而且信得极深,以至于公开质疑就要冒被排斥甚至遭受暴力的风险。

如果我们自己的时代有什么不同,那才叫奇怪。据我所知,我们并没有什么不同。

这个问题不仅困扰着每个时代,在某种程度上也困扰着每个领域。文艺复兴时期的许多艺术作品在当时被视为骇人的世俗之作:据瓦萨里记载,波提切利后来忏悔并放弃了绘画,而巴托洛梅奥修士和洛伦佐·迪·克雷迪甚至烧毁了自己的一些作品。爱因斯坦的相对论冒犯了许多同时代的物理学家,花了几十年才被完全接受——在法国,直到1950年代。

今天的实验误差,就是明天的新理论。如果你想发现伟大的新事物,那么对于传统智慧和真相不完全吻合的地方,你不该视而不见,反而应该格外留意。

说到实际操作,我认为发现丑比想象美要容易得多。大多数做出过美的事物的人,似乎都是通过修正他们认为丑的东西来实现的。伟大的工作往往是这样诞生的:有人看到某样东西,心想,我能做得更好。乔托看到传统的拜占庭圣母像,那些按照一个满足了所有人几百年的公式画出来的圣母,在他眼里却呆板而不自然。哥白尼被一个所有同代人都能容忍的蹩脚做法深深困扰,以至于他觉得一定有更好的方案。

光是对丑的不容忍还不够。你必须对一个领域有足够深的理解,才能嗅出什么需要修正。你必须做足功课。但当你成为一个领域的行家之后,你就会开始听到脑中的小声音在说:“真是蹩脚!一定有更好的办法。“不要无视那些声音,去培养它们。伟大工作的秘诀就是:极其挑剔的品味,加上满足它的能力。


注释

沙利文的原话其实是”形式永远追随功能”(form ever follows function),但我认为通常的简化引用更接近现代主义建筑师们想表达的意思。

Stephen G. Brush, “Why was Relativity Accepted?” Phys. Perspect. 1 (1999) 184-214.

本文收录于《黑客与画家》。

Taste for Makers

February 2002

”…Copernicus’ aesthetic objections to [equants] provided one essential motive for his rejection of the Ptolemaic system…”

  • Thomas Kuhn, The Copernican Revolution

“All of us had been trained by Kelly Johnson and believed fanatically in his insistence that an airplane that looked beautiful would fly the same way.”

  • Ben Rich, Skunk Works

“Beauty is the first test: there is no permanent place in this world for ugly mathematics.”

  • G. H. Hardy, A Mathematician’s Apology

I was talking recently to a friend who teaches at MIT. His field is hot now and every year he is inundated by applications from would-be graduate students. “A lot of them seem smart,” he said. “What I can’t tell is whether they have any kind of taste.”

Taste. You don’t hear that word much now. And yet we still need the underlying concept, whatever we call it. What my friend meant was that he wanted students who were not just good technicians, but who could use their technical knowledge to design beautiful things.

Mathematicians call good work “beautiful,” and so, either now or in the past, have scientists, engineers, musicians, architects, designers, writers, and painters. Is it just a coincidence that they used the same word, or is there some overlap in what they meant? If there is an overlap, can we use one field’s discoveries about beauty to help us in another?

For those of us who design things, these are not just theoretical questions. If there is such a thing as beauty, we need to be able to recognize it. We need good taste to make good things. Instead of treating beauty as an airy abstraction, to be either blathered about or avoided depending on how one feels about airy abstractions, let’s try considering it as a practical question: how do you make good stuff?

If you mention taste nowadays, a lot of people will tell you that “taste is subjective.” They believe this because it really feels that way to them. When they like something, they have no idea why. It could be because it’s beautiful, or because their mother had one, or because they saw a movie star with one in a magazine, or because they know it’s expensive. Their thoughts are a tangle of unexamined impulses.

Most of us are encouraged, as children, to leave this tangle unexamined. If you make fun of your little brother for coloring people green in his coloring book, your mother is likely to tell you something like “you like to do it your way and he likes to do it his way.”

Your mother at this point is not trying to teach you important truths about aesthetics. She’s trying to get the two of you to stop bickering.

Like many of the half-truths adults tell us, this one contradicts other things they tell us. After dinning into you that taste is merely a matter of personal preference, they take you to the museum and tell you that you should pay attention because Leonardo is a great artist.

What goes through the kid’s head at this point? What does he think “great artist” means? After having been told for years that everyone just likes to do things their own way, he is unlikely to head straight for the conclusion that a great artist is someone whose work is better than the others’. A far more likely theory, in his Ptolemaic model of the universe, is that a great artist is something that’s good for you, like broccoli, because someone said so in a book.

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.

Whatever job people do, they naturally want to do better. Football players like to win games. CEOs like to increase earnings. It’s a matter of pride, and a real pleasure, to get better at your job. But if your job is to design things, and there is no such thing as beauty, then there is no way to get better at your job. If taste is just personal preference, then everyone’s is already perfect: you like whatever you like, and that’s it.

As in any job, as you continue to design things, you’ll get better at it. Your tastes will change. And, like anyone who gets better at their job, you’ll know you’re getting better. If so, your old tastes were not merely different, but worse. Poof goes the axiom that taste can’t be wrong.

Relativism is fashionable at the moment, and that may hamper you from thinking about taste, even as yours grows. But if you come out of the closet and admit, at least to yourself, that there is such a thing as good and bad design, then you can start to study good design in detail. How has your taste changed? When you made mistakes, what caused you to make them? What have other people learned about design?

Once you start to examine the question, it’s surprising how much different fields’ ideas of beauty have in common. The same principles of good design crop up again and again.

Good design is simple. You hear this from math to painting. In math it means that a shorter proof tends to be a better one. Where axioms are concerned, especially, less is more. It means much the same thing in programming. For architects and designers it means that beauty should depend on a few carefully chosen structural elements rather than a profusion of superficial ornament. (Ornament is not in itself bad, only when it’s camouflage on insipid form.) Similarly, in painting, a still life of a few carefully observed and solidly modelled objects will tend to be more interesting than a stretch of flashy but mindlessly repetitive painting of, say, a lace collar. In writing it means: say what you mean and say it briefly.

It seems strange to have to emphasize simplicity. You’d think simple would be the default. Ornate is more work. But something seems to come over people when they try to be creative. Beginning writers adopt a pompous tone that doesn’t sound anything like the way they speak. Designers trying to be artistic resort to swooshes and curlicues. Painters discover that they’re expressionists. It’s all evasion. Underneath the long words or the “expressive” brush strokes, there is not much going on, and that’s frightening.

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.

Good design is timeless. In math, every proof is timeless unless it contains a mistake. So what does Hardy mean when he says there is no permanent place for ugly mathematics? He means the same thing Kelly Johnson did: if something is ugly, it can’t be the best solution. There must be a better one, and eventually someone will discover it.

Aiming at timelessness is a way to make yourself find the best answer: if you can imagine someone surpassing you, you should do it yourself. Some of the greatest masters did this so well that they left little room for those who came after. Every engraver since Durer has had to live in his shadow.

Aiming at timelessness is also a way to evade the grip of fashion. Fashions almost by definition change with time, so if you can make something that will still look good far into the future, then its appeal must derive more from merit and less from fashion.

Strangely enough, if you want to make something that will appeal to future generations, one way to do it is to try to appeal to past generations. It’s hard to guess what the future will be like, but we can be sure it will be like the past in caring nothing for present fashions. So if you can make something that appeals to people today and would also have appealed to people in 1500, there is a good chance it will appeal to people in 2500.

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. The dials are for humans to use, and if you put them in a row, the unlucky human will have to stop and think each time about which dial matches which burner. Better to arrange the dials in a square like the burners.

A lot of bad design is industrious, but misguided. In the mid twentieth century there was a vogue for setting text in sans-serif fonts. These fonts are closer to the pure, underlying letterforms. But in text that’s not the problem you’re trying to solve. For legibility it’s more important that letters be easy to tell apart. It may look Victorian, but a Times Roman lowercase g is easy to tell from a lowercase y.

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.

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.

In architecture and design, this principle means that a building or object should let you use it how 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.

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 a proof that was difficult, but doesn’t lead to future discoveries; in the sciences generally, citation is considered a rough indicator of merit.

Good design is often slightly funny. This one may not always be true. But Durer’s engravings and Saarinen’s womb chair and the Pantheon and the original Porsche 911 all seem to me slightly funny. Godel’s incompleteness theorem seems like a practical joke.

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. The confident will often, like swallows, seem to be making fun of the whole process slightly, as Hitchcock does in his films or Bruegel in his paintings— or Shakespeare, for that matter.

Good design may not have to be funny, but it’s hard to imagine something that could be called humorless also being good design.

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.

Hard problems call for great efforts. In math, difficult proofs require ingenious solutions, and those tend to be interesting. Ditto in engineering.

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 is forced to produce an elegant design. Fashions and flourishes get knocked aside by the difficult business of solving the problem at all.

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.

In art, the highest place has traditionally been given to paintings of people. There is something to this tradition, and not just because pictures of faces get to 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 degrees, no one will know. When you change the angle of someone’s eye five degrees, people notice.

When Bauhaus designers adopted Sullivan’s “form follows function,” what they meant was, form should follow function. And if function is hard enough, form is forced to follow it, because there is no effort to spare for error. Wild animals are beautiful because they have hard lives.

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.

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?

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 place. The slightest error will make the whole thing collapse.

Line drawings are in fact the most difficult visual medium, because they demand near perfection. In math terms, they are a closed-form solution; lesser artists literally solve the same problems by successive approximation. One of the reasons kids give up drawing at ten or so is that they decide to start drawing like grownups, and one of the first things they try is a line drawing of a face. Smack!

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.

When people talk about being in “the zone,” I think what they mean is that the spinal cord has the situation under control. Your spinal cord is less hesitant, and it frees conscious thought for the hard problems.

Good design uses symmetry. I think 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.

There are two kinds of symmetry, repetition and recursion. Recursion means repetition in subelements, like the pattern of veins in a leaf.

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 asymmetric about major axes, though; there were hundreds of minor symmetries.

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 Cezannes) get extra visual punch by making the whole picture out of the same atoms. Compositional symmetry yields some of the most memorable paintings, especially when two halves react to one another, as in the Creation of Adam or American Gothic.

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 partly because it is a recursive solution, a tower on a tower.

The danger of symmetry, and repetition especially, is that it can be used as a substitute for thought.

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. It’s a good sign when your answer resembles nature’s.

It’s not cheating to copy. Few would deny that a story should be like life. Working from life is a valuable tool in painting too, though its role has often been misunderstood. The aim is not simply to make a record. The point of painting from life is that it gives your mind something to chew on: when your eyes are looking at something, your hand will do more interesting work.

Imitating nature also works in engineering. Boats have long had spines and ribs like an animal’s ribcage. In some cases we may have to wait for better technology: early aircraft designers were mistaken to design aircraft that looked like birds, because they didn’t have materials or power sources light enough (the Wrights’ engine weighed 152 lbs. and generated only 12 hp.) or control systems sophisticated enough for machines that flew like birds, but I could imagine little unmanned reconnaissance planes flying like birds in fifty years.

Now that we have enough computer power, we can imitate nature’s method as well as its results. Genetic algorithms may let us create things too complex to design in the ordinary sense.

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.

It takes confidence to throw work away. You have to be able to think, there’s more where that came from. When people first start drawing, for example, they’re often reluctant to redo parts that aren’t right; they feel they’ve been lucky to get that far, and if they try to redo something, it will turn out worse. Instead they convince themselves that the drawing is not that bad, really— in fact, maybe they meant it to look that way.

Dangerous territory, that; 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.

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.

It helps to have a medium that makes change easy. When oil paint replaced tempera in the fifteenth century, it helped painters to deal with difficult subjects like the human figure because, unlike tempera, oil can be blended and overpainted.

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.

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. Raphael so pervaded mid-nineteenth century taste that almost anyone who tried to draw was imitating him, often at several removes. It was this, more than Raphael’s own work, that bothered the Pre-Raphaelites.

The ambitious are not content to imitate. The second phase in the growth of taste is a conscious attempt at originality.

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.

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.

I’m not sure why. It may just be my own stupidity. A can-opener must seem miraculous to a dog. Maybe if I were smart enough it would seem the most natural thing in the world that ei*pi = -1. It is after all necessarily true.

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.

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.

The only style worth having is the one you can’t help. And this is especially true for strangeness. There is no shortcut to it. The Northwest Passage that the Mannerists, the Romantics, and two generations of American high school students have searched for does not seem to exist. The only way to get there is to go through good and come out the other side.

Good design happens in chunks. The inhabitants of fifteenth century Florence included Brunelleschi, Ghiberti, Donatello, Masaccio, Filippo Lippi, Fra Angelico, Verrocchio, Botticelli, Leonardo, and Michelangelo. Milan at the time was as big as Florence. How many fifteenth century Milanese artists can you name?

Something was happening in Florence in the fifteenth century. And it can’t have been heredity, because it isn’t happening now. You have to assume that whatever inborn ability Leonardo and Michelangelo had, there were people born in Milan with just as much. What happened to the Milanese Leonardo?

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 Michelangelos 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.

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.

At any given time there are a few hot topics and a few groups doing great work on them, and it’s nearly impossible to do good work yourself if you’re too far removed from one of these centers. You can push or pull these trends to some extent, but you can’t break away from them. (Maybe you can, but the Milanese Leonardo couldn’t.)

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.

If our own time were any different, that would be remarkable. As far as I can tell it isn’t.

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.

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.

As a practical matter, 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 that they thought ugly. Great work usually seems to happen because someone sees something and thinks, I could do better than that. Giotto saw traditional Byzantine madonnas painted according to a formula that had satisfied everyone for centuries, and to him they looked wooden and unnatural. Copernicus was so troubled by a hack that all his contemporaries could tolerate that he felt there must be a better solution.

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. 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.

Notes

Sullivan actually said “form ever follows function,” but I think the usual misquotation is closer to what modernist architects meant.

Stephen G. Brush, “Why was Relativity Accepted?” Phys. Perspect. 1 (1999) 184-214.

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Interview: Milton Glaser

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You’ll find this essay and 14 others in Hackers & Painters.