A Quote by Edward Tufte

Clutter and confusion are failures of design, not attributes of information. — © Edward Tufte
Clutter and confusion are failures of design, not attributes of information.
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.
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.
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.
Clutter is not a property of information. Clutter is a failure of design.
The facts of the present won't sit still for a portrait. They are constantly vibrating, full of clutter and confusion.
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.
Confusion is a gift from God. Those times when you feel most desperate for a solution, sit. Wait. The information will become clear. The confusion is there to guide you. Seek detachment and become the producer of your life.
Information design has been around since the 1970s. Pioneers like Yale University design guru Edward Tufte and design agency Pentagram have long known and used its power. But now with the rise of the Internet, it's having something of a second birth.
Some kind of clutter is difficult - letting go of things with sentimental value, sifting through papers - but some clutter I find very refreshing to clear. I drive my daughters nuts because I'm always wandering into their rooms to clear clutter.
There is no such thing as information overload, just bad design. If something is cluttered and/or confusing, fix your design.
Many young web designers view their craft the way I used to view pop culture. It's cool or it's crap. They mistake Style for Design, when the two things are not the same at all. Design communicates on every level. It tells you where you are, cues you to what you can do, and facilitates the doing. Style is tautological; it communicates stylishness. In visual terms, style is an aspect of design; in commercial terms, style can communicate brand attributes.
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.
I make it a rule not to clutter my mind with simple information that I can find in a book in five minutes.
Information design addresses the organization and presentation of data: its transformation into valuable, meaningful information.
Simplicity is not the absence of clutter, that's a consequence of simplicity. Simplicity is somehow essentially describing the purpose and place of an object and product. The absence of clutter is just a clutter-free product. That's not simple.
Life is full of confusion. Confusion of love, passion, and romance. Confusion of family and friends. Confusion with life itself. What path we take, what turns we make. How we roll our dice.
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