A Quote by Edward Tufte

Confusion and clutter are failures of design, not attributes of information. And so the point is to find design strategies that reveal detail and complexity - rather than to fault the data for an excess of complication. Or, worse, to fault viewers for a lack of understanding.
Clutter and confusion are failures of design, not attributes of information.
Clutter is not an attribute of information, clutter is a failure of design...fix the design rather than stripping all the detail out of the map.
Here's the general theory: To clarify, add detail. Imagine that. To clarify, add detail. And clutter and overload are not an attribute of information, they are failures of design. If the information is in chaos, don't start throwing out information, instead fix the design.
And oftentimes excusing of a fault Doth make the fault the worse by the excuse, As patches set upon a little breach, Discredit more in hiding of the fault Than did the fault before it was so patch'd.
Good design is innovative 2. Good design makes a product useful 3. Good design is aesthetic 4. Good design makes a product understandable 5. Good design is unobtrusive 6. Good design is honest 7. Good design is long-lasting 8. Good design is thorough, down to the last detail 9. Good design is environmentally friendly 10. Good design is as little design as possible
Find fault when you must find fault in private, and if possible sometime after the offense, rather than at the time.
Problems come about when we try to direct the flow of the universe rather than allow it to reveal its own design. Inherent in that design is a love for all living things.
Find fault, when you must find fault, in private, if possible; and some time after the offense, rather than at the time.
Clutter is not a property of information. Clutter is a failure of design.
Design is more than meets the eye. Design is about communicating benefits. Design is not about designers. Design is not an ocean it's a fishbowl. Design is creating something you believe in.
I think there's a lack of understanding which is partly our fault as scientists and physicians in not communicating well enough with the public. But there's a lack of understanding of how important biomedical research is.
Constrained optimization is the art of compromise between conflicting objectives. This is what design is all about. To find fault with biological design - as Stephen Jay Gould regularly does - because it misses some idealized optimum is therefore gratuitous. Not knowing the objectives of the designer, Gould is in no position to say whether the designer has proposed a faulty compromise among those objectives.
Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design.
These days, information is a commodity being sold. And designers-including the newly defined subset of information designers and information architects-have a responsible role to play. We are interpreters, not merely translators, between sender and receiver. What we say and how we say it makes a difference. If we want to speak to people, we need to know their language. In order to design for understanding, we need to understand design.
And oftentimes excusing of a fault doth make the fault the worse by the excuse.
Green Giant contained a very strong and clear site and building design concept. Green Giant had strong formal, aesthetic and programmatic concepts, coupled with a good understanding and incorporation of 2030 Palette design strategies.
This site uses cookies to ensure you get the best experience. More info...
Got it!