[HN Gopher] The Dark Side of Minimalist Design: Updating Dieter ...
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       The Dark Side of Minimalist Design: Updating Dieter Rams' Ten
       Principles [video]
        
       Author : zdw
       Score  : 56 points
       Date   : 2022-03-28 18:30 UTC (2 days ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | lambdasquirrel wrote:
       | It seems important to understand the context that these
       | principles were created from. If, for example, you were to go to
       | a design event at SF Design Week, and wondered if you were
       | actually at a fashion event, then we might start to think about
       | the context that the 89-year-old Dieter Rams is coming from.
       | 
       | The principles (as stated by the designer) were meant to evolve.
       | And evolve they have. When most tech products were being designed
       | without the input of designers (say, 15 years ago), we started to
       | have many people write books like "Don't Make Me Think." This was
       | because engineers' culture of one-upping each other in the smarts
       | department was spilling over into the design of tech products,
       | and at the same time, tech was becoming more important and more
       | mainstream.
       | 
       | A lot of design in tech has felt like it's been finding its way
       | through these principles. When Microsoft started caring about
       | design, people criticized that their products looked like they
       | looked good in a Powerpoint, as opposed to in-person. The last
       | time I used Google's material-ui toolkit, it harshly encoded the
       | very large, wide spacing that is the default for some of their
       | web UIs (like gmail), where a user cares much more about being
       | able to read through a large amount of structured information,
       | rather than making it appear "aesthetic." It's not so much don't
       | make me think, as it is: please respect the task I have at hand.
        
         | mitchdoogle wrote:
         | I feel like "Don't make me think" is geared more towards
         | designers who want the things they design to look different or
         | unique or new. The main thesis of that book is to follow
         | established conventions in web design. To me, it seems like
         | engineers following conventions is what they'd prefer so that
         | they don't have to think about how things look too much.
        
       | DeadMouseFive wrote:
       | My favorite trick is putting sand or scrap metal inside something
       | to make it seem more expensive. Works every time.
        
         | mitchdoogle wrote:
         | What's the digital equivalent of this?
        
           | gwern wrote:
           | Deliberately adding latency. Although sometimes you need to
           | because users are so accustomed to slow software that 'fast'
           | reads as 'broken' to them.
        
       | petermcneeley wrote:
       | I did appreciate the heavy burn when he pointed out that Dieter
       | is himself wearing eyewear that is a fake material emulation of
       | real tortoise shell.
        
       | eternityforest wrote:
       | Most of his principles seem great, it's just the less is more,
       | and the idea of honestly(Which sounds great taken literally but
       | has problems when interpreted as truth to materials).
       | 
       | We have the tech to make dishonest things durable now. We can
       | make plastic look like whatever we want. We can make something
       | hollow and still stand up, because we can use software to
       | optimize the reinforcements.
       | 
       | It might not always look or feel "high quality" on close
       | inspection, but it will look great sitting on a desk, and won't
       | break itself or your foot if you drop it, for 1/10th of the price
       | of "Luxury" stuff designers like to make, full of glass and
       | metal.
       | 
       | The luxury stuff will be destroyed if not very well cared
       | for(Which seems to be considered almost a feature by fancy
       | designers who want design to reflect the stability and resources
       | of the owner more than the accuracy of some industry guy's FEM
       | model).
       | 
       | And we can do things in software rather than hardware on many
       | devices.
       | 
       | Software, and new forms of manufacturing, also let us pack in
       | features without making things heavy or delicate, often saving
       | the need for multiple separate devices, which saves space,
       | resources, and money, and makes redundancy easier(You'll probably
       | always have a USB charger at home they're randomly built into
       | everything these days, everything online has a clock, etc).
       | 
       | It definitely takes more effort to get highly feature dense and
       | low-substance design right, but it's amazing when they do. You
       | can have something that costs nothing, looks great, and lasts a
       | decade, almost like the real defining element is the structure,
       | with the physical material just kind of supporting it the way a
       | computer supports software.
        
       | thrav wrote:
       | "There's no functional purpose for wearing a watch anymore."
       | 
       | This could not be further from the truth. If anything, the advent
       | of tech watches has made it even more clear to me how valuable a
       | watch that runs forever and never needs to be removed is. To have
       | certainty that 24/7/365, I can look down and immediately know
       | what time it is has been tremendously helpful, and the design of
       | that watch is incredibly important to that end.
       | 
       | I wear a dive watch with a nato strap, because it's light,
       | durable, and comfortable enough to have completely disappeared
       | years ago. It never comes off.
       | 
       | I disagree with most of this video. He uses incredibly minimalist
       | high heels as an example of counter-minimalism, presumably
       | asserting that they should be flats, which ignores the entire
       | purpose of heels. Heels are a tool used to achieve a certain
       | posture, appearance, and an associated response. They're designed
       | to do a job, as are the basketball shoes he keeps showing, which
       | are functionally reinforced in certain areas, but otherwise
       | fairly minimalist too.
        
         | JKCalhoun wrote:
         | Yeah, when he argues that a marble sculpture is "dishonest" it
         | started to look like he was grasping for outlandish examples to
         | make a point.
         | 
         | I generally eschew videos like this anyway -- fall into the
         | "writing about music is like dancing about architecture"
         | category.
         | 
         | I prefer not to expound on and on about what is good design and
         | what makes it good design. I know it when I see it.
        
           | dkarl wrote:
           | He's saying it's dishonest according to the principle that
           | the materials used to build something should not be hidden or
           | made to look like other materials. I think it's a bad
           | example, because, as he admits, it's art and not design, but
           | his next example about Dieter Rams wearing plastic glasses
           | made to look like tortoise shell is more persuasive.
           | 
           | I think his point is that each of the "principles" is one
           | side of a coin, and that Dieter Rams might be famous for one
           | side of each coin, but he deals in both sides, because the
           | preference for one over the other is not absolute. It's a
           | fair point.
        
           | mitchdoogle wrote:
           | > I know it when I see it.
           | 
           | Design is not only about how things look. In most cases,
           | design is about function as well, so you need to actually use
           | the thing to have a clue whether it's a good design. The most
           | aesthetically pleasing design is completely useless if it
           | inhibits the users' ability to do what they want. I'll take
           | something without any aesthetic qualities if its easier to
           | use
        
         | hirundo wrote:
         | I saw an employee at a hardware store yesterday with a full
         | sized iPhone strapped to his wrist like a watch. It's just such
         | a convenient place for information that people are going to
         | keep using it, whether we design products for that or not. I
         | bet that people keep using virtual watches on their wrists in
         | AR.
        
           | rspoerri wrote:
           | it's actually already a pretty common method to place
           | important information for the user on his virtual wrist in
           | VR.
           | 
           | Examples: - Half Life Alyx - Lone Echo - Fallout VR
        
             | wongarsu wrote:
             | And Fallout's PipBoy is pretty much a smartphone strapped
             | to the wrist, just with a bulkiness and physical interface
             | that seemed realistic when the first game released in 1997
        
             | greggsy wrote:
             | Not to mention the Wrist Link used throughout the galaxy in
             | Star Wars.
             | 
             | https://starwars.fandom.com/wiki/Wrist_link
        
         | acomms wrote:
         | He's saying that heels and basketball shoes are great because
         | they do not adhere to minimalism. If they strictly adhered to
         | just doing their job they would be less decorative than they
         | are. We want these objects to also be expressive, and so we
         | design them to be so. He's suggesting this expression is good,
         | and shouldn't be constrained by an adherence to minimalistic
         | design.
        
       | karaterobot wrote:
       | This was a nice video, and I'm glad I watched it.
       | 
       | I could not help but notice, though, that (with one exception) he
       | did not try to update the ten principles, as is claimed in the
       | title. Instead, he just brought up counter-examples to poke holes
       | in many of them.
       | 
       | It's really easy to come up with gotchas for almost anything.
       | 
       | It's like if I wanted to poke holes in a different set of ten
       | commandments, and I said: "Thou shalt not kill? Really? What
       | about killing a virus? What about killing a tree that's about to
       | fall on your house? This rule makes no sense!"
       | 
       | But it does, basically. It's certainly better than the negation.
       | If by coming up with edge cases where the rule doesn't make sense
       | leads you to believe the rule is wrong in most cases, or even
       | that you should do the opposite, then it's not a useful
       | criticism.
       | 
       | It's much harder, but more useful, to make a positive declaration
       | like: "this is what I believe is true" and then put it into
       | practice.
        
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       (page generated 2022-03-30 23:02 UTC)